Capture the King, or help him escape
Generated at 03/05/2020, 08:56 from 1000 logged games.
The Tafl (table) family of games are ancient, and there is some variation in rules, board size, and setup. As such, I have listed some common elements, followed by specific variants in the rules here.
No rules changes
No rules changes
Family: Tafl games,Traditional
|Wuzetus||N/A||Collection purge 2018 - deleting games that I don't own or don't recognize as playable anymore.|
|mrraow||6||Traditional game with lots of different variants. Interesting, in that it's asymmetric, uninteresting, in that it's solvable.|
|John McKevitt||N/A||rules from R.C. Bell -- The Board Game Book|
|PapaBear73||6.5||Interesting asymmetrical abstract game. Especially considering that it is 1,500 years old which adds to the appeal. It's viking chess! It might go up in rating after more plays.|
|fogus||5.2||[2015.02.20] My favorite of the Tafl games that I've played. I love the asymmetry.|
|Altugas||N/A||(Not played yet).|
|ottobre31||8||Capolavoro assoluto tra i giochi astratti. Si tratta di un tradizionale gioco di scacchiere con la particolarità di avere pedine e obiettivi asimmetrici. Il gioco rappresenta l'assedio degli svedesi, esterni, ai vichinghi. L'obiettivo dei primi è imprigionare il re vichingo, mentre l'obiettivo di questi è quello di permettere al proprio re di fuggire. Il gioco ha un regolamento semplice ma la profondità strategia è notevole. Grande sorpresa per me.|
|Thorwolf||5||Not bad at all for a pure abstract. Interesting unbalanced sides.|
|Wyrmling||6||Variable rulesets make this game's strategy muddy, but I enjoy playing it, almost purely from a historical standpoint. Asymmetrical games are also always a fun time for me.|
|Boardgamist||6.5||There's a lot more strategy involved than when I first looked at it. I'd be up for an occasional game.|
|shaveandahaircut||5||5 plays. An ancient Viking game packaged by MB. Most recent play probably in 1975 with Dave Bortz. Sold on eBay in 2003.|
|MikeKn||8||SCA: Modern release of a version of Hnefatafl|
|Sintonic||5||+ asymmetric - quite boring played only at BGA|
|Profecia91||6.5||Very simple but interesting classic abstract game for 2 players|
|ReignsEternal||6||no board, just the playing pieces. pictured here: http://boardgamegeek.com/image/23246/tablut|
|jayjonbeach||6||Another cool tricky little abstract. Of course I have to compare all abstracts to the Gipf series and this just doesn’t have the same kind of depth but its pretty nifty all the same. Not sure I like the draw rules but I have not played very many games thus far. Update: Alright I officially hate this game, yes that means I cant win (as gold). Hmm it’s a pure game of mistakes here just like chess, lots of back and forth in the waiting. Update: Holy shit, okay the significant depth isn’t really there BUT it took me about 10 games to beat the damn AI on BS, so it is trickier than it looks!|
|dancingdanslc||3||DIGITAL PLAY: iPad Air Old abstract game. I'm not much of an abstract game fan. I don't enjoy this game at all. Out of my collection|
|boulderman||6||Not as good as Hnefeftal|
|haknort||N/A||Swords and Shields|
|Teacher Of Madness||7||An interesting take on a typical chess or checkers type game. I don't know how many times it'll make the table, but it certainly wasn't bad.|
|Deleted010518||8||A great assymmetric game. Feels balanced. Simple rules give way to many viable strategies. Though ostensibly abstract, it really 'feels' like ships trying to escape - as they're surrounded, the cannons bring them down...|
|Taktak||10||Titre français : Jeu de Tablut|
|arguset||7||Very interesting game!|
|taragalinas||6||Perhaps not the most fun game, but it is extremely simple and easy to learn.|
|ricardofo||4||Included in my "Todos os Jogos" collection|
|latindog||8||Brilliant little asymmetrical abstract.|
|Nemo Scio||8||Very entertaining. After a few games you learn some strategy (like the "death triangle") and it becomes something else entirely.|
|3pic_Win||7||Not my favorite Tafl game out there, but it got me started in the genre. The game seems horribly uneven at first, but this improves with more developed strategy. Playing the attacking side (non-king side) takes some practice. Even with practice though, the King's side tends to win more often. (But it's close enough to be fun, especially if you switch sides.) When you switch sides, it's so different that it's almost like 2 different games in one. Kinda cool. In my opinion, Tafl games are best on an 11x11 board. Tablut's still fun though. It's the smallest Tafl game that I routinely play. Larger boards seem to work better. I'll try 13x13 Hnefatafl next.|
|jfeast||N/A||Another game in my collection that I owe to one of Damian Walker's awesome leaflets.|
|th3ory310||N/A||Cool little abstract game. I'd love to try it again.|
|Nap16||6||Free Print & Play. See Hnefatafl.|
|touchstonethefool||6||The best documented Tafl game whets my appetite to try out others.|
|Rabbits||7||All games against the Dumbot on boardspace so far. Finally beat the computer on my 5th game. More depth than it first appears.|
|flinxofsumada||N/A||generic - play with other parts|
|Narrow Gate Games||7||Pretty good for a 300 - 1,000 year old game.|
|CrazyCod||6||Such a weird little abstract. It's definitely imbalanced, but I'll play it for fun. I cut out a board out of solid bleached paper when I was going through my abstracts phase back when I was 16-17.|
|dougkeenan||7||Easy to learn, good for most ages. Games are quick and fun.|
|doncolorado||N/A||I purchased swords and shields in 1971 and it got away from me. I would love to have this game again.|
|tckoppang||4||Draws, or at least the possibility or threat of draws, are so easily achieved that I have trouble enjoying this game as much as I enjoy the history of the game. Perhaps with escape to the sides, I would enjoy it more.|
|garg||3||Very old, very simple, and pretty interesting. But in the long run - nothing special.|
|AlanMorillo||6||Box says it was a game historically played by the vikings. In practice, its a bit like 'Fox and Hounds'|
|arcplayer||9||Another beautiful abstract from Clemens Gerhards.|
|Volgeus||6||Un antiguo juego cuyas instrucciones no han pervivido. Yo suelo jugar haciendo que el trono no se pueda atravesar ni ocupar una vez desocupado. El rey no puede capturar. Las esquinas se pueden usar para capturar. Igual que el trono. He puesto la edición print and play, pero en realidad uso fichas de damas con una dama blanca con un punto rojo cómo rey. Tablero impreso del ordenador.|
|dispatch134711||7.3||An asymmetric game, one player tries to escape and the other to eliminate. Quite enjoyable and has plenty of small things you can vary in the rules, to change things up.|
|Goodsound||6||I am not so keen on abstracts, but concerning that this is a medival game it's ok, as it can be used as a fast filler.|
|Nimba||6.7||Self-made version, 9x9 board. Gametactics: 6 Theme and looks: 8 (dwergenschaak!) Makes me smile: 6|
|CDRodeffer||N/A||Another in the Tafl family?|
|Don2002||10||I owned this game in 1972 and lost it. I would love to own it again. Swords and Shields is a wonderful game.|
|pulla||7||Seems really cool for such an old game. Based on just one play so far.|
|fripono||6||Isn't this just a cut down version of Hnefatafl?|
|rseater||6||imbalanced but still interesting; use the bigger board|
|Kaffedrake||3||Tafl game in between Ard Ri and Hnefatafl in size, and I would think also in quality. The opening seems somewhat scripted. From a beginner's point of view the balance seems heavily weighted in favour of the attacker, although games may also end with the defender exploiting a single mistake in order to win.|
|PAYDIRT||7||Based on a semi-ancient game actually found at a Viking archeological dig. Kind of fun thinking that some guy wearing horns and sailing a dragon boat might have actually played this game?|
|MoonAchilles||N/A||A homemade version.|
|Sentencia_JG||5||Lo llaman el ajedrez vikingo pero su nivel de profundidad no es comparable con el ajedrez común.|
|orange||6||ancient asymmetric two-player abstract.|
|Kytty||6||PnP One of the Tafl family of games. Like this better than Hnefatafl actually.|
|Kether1983||6||Egyszerű stratégiai játék, alapvető mozgások, taktikai lehetőségek vannak benne, nem rossz.|
|shirtman||8||I own the MB version named "Swords and Shields". I assume it's the simplified adaptation of Tablut yet it appears to capture the brain-burning mechanics of this elegant abstract. It's more of a "mid-ranged" strategy game that falls between checkers and chess for me, yet I would prefer to play this to either of them. It's "thinky" but it can be played reasonably quick. After a dozen or so plays I have yet to win with the swords, so it either favors the shields or I have yet to develop a significant strategy...as more games are surely to follow I guess time will tell.|
|AndrePOR||N/A||Print & Play Edition|
Ai Ai calculates the size of the implementation, and compares it to the Ai Ai implementation of the simplest possible game (which just fills the board). Note that this estimate may include some graphics and heuristics code as well as the game logic. See the wikipedia entry for more details.
|Playouts per second||9410.68 (106.26µs/playout)|
|Reference Size||1714383.68 (0.58µs/playout)|
|Ratio (low is good)||182.17|
Tavener complexity: the heat generated by playing every possible instance of a game with a perfectly efficient programme. Since this is not possible to calculate, Ai Ai calculates the number of random playouts per second and compares it to the fastest non-trivial Ai Ai game (Connect 4). This ratio gives a practical indication of how complex the game is. Combine this with the computational state space, and you can get an idea of how strong the default (MCTS-based) AI will be.
Random: 10 second warmup for the hotspot compiler. 100 trials of 1000ms each.
Other: 100 playouts, means calculated over the first 5 moves only to avoid distortion due to speedup at end of game.
Rotation (Half turn) lost each game as expected.
Reflection (X axis) lost each game as expected.
Reflection (Y axis) lost each game as expected.
Copy last move lost each game as expected.
Mirroring strategies attempt to copy the previous move. On first move, they will attempt to play in the centre. If neither of these are possible, they will pick a random move. Each entry represents a different form of copying; direct copy, reflection in either the X or Y axis, half-turn rotation.
|1: Attacker(red) win %||7.30±1.45||Includes draws = 50%|
|2: Defender(white) win %||92.70±1.78||Includes draws = 50%|
|Draw %||7.00||Percentage of games where all players draw.|
|Decisive %||93.00||Percentage of games with a single winner.|
|Samples||1000||Quantity of logged games played|
Note: that win/loss statistics may vary depending on thinking time (horizon effect, etc.), bad heuristics, bugs, and other factors, so should be taken with a pinch of salt. (Given perfect play, any game of pure skill will always end in the same result.)
Note: Ai Ai differentiates between states where all players draw or win or lose; this is mostly to support cooperative games.
|AI||Strong Wins||Draws||Strong Losses||#Games||Strong Win%||p1 Win%||Game Length|
|Rαβ + ocqBKs (t=0.01s)||36||0||0||36||100.00||47.22||33.86|
|Rαβ + ocqBKs (t=0.55s)||33||6||7||46||78.26||28.26||46.04|
Level of Play: Strong beats Weak 60% of the time (lower bound with 90% confidence).
Draw%, p1 win% and game length may give some indication of trends as AI strength increases; but be aware that the AI can introduce bias due to horizon effects, poor heuristics, etc.
|Branching factor||61.90|| |
|Complexity||10^66.53||Based on game length and branching factor|
|Samples||1000||Quantity of logged games played|
Computational complexity (where present) is an estimate of the game tree reachable through actual play. For each game in turn, Ai Ai marks the positions reached in a hashtable, then counts the number of new moves added to the table. Once all moves are applied, it treats this sequence as a geometric progression and calculates the sum as n-> infinity.
|Distinct actions||1210||Number of distinct moves (e.g. "e4") regardless of position in game tree|
|Killer moves||39||A 'killer' move is selected by the AI more than 50% of the time|
|Good moves||498||A good move is selected by the AI more than the average|
|Bad moves||712||A bad move is selected by the AI less than the average|
|Terrible moves||44||A terrible move is never selected by the AI|
Too many terrible moves to list.
|Samples||1000||Quantity of logged games played|
A mean of 43.10% of board locations were used per game.
Colour shows the frequency of visits.
This chart is based on a single playout, and gives a feel for the change in material over the course of a game.
Table: branching factor per turn.
This chart is based on a single playout, and gives a feel for the types of moves available over the course of a game.
Red: removal, Black: move, Blue: Add, Grey: pass, Purple: swap sides, Brown: other.
This chart shows the best move value with respect to the active player; the orange line represents the value of doing nothing (null move).
The lead changed on 2% of the game turns. Ai Ai found 0 critical turns (turns with only one good option).
This chart shows the relative temperature of all moves each turn. Colour range: black (worst), red, orange(even), yellow, white(best).
|Measure||All players||Player 1||Player 2|
|Mean % of effective moves||97.48||100.00||94.96|
|Mean no. of effective moves||65.54||85.08||46.00|
|Effective game space||10^-∞||10^46.24||10^-∞|
|Mean % of good moves||51.75||100.00||3.51|
|Mean no. of good moves||43.21||85.08||1.33|
|Good move game space||10^47.74||10^46.24||10^1.51|
These figures were calculated over a single game.
An effective move is one with score 0.1 of the best move (including the best move). -1 (loss) <= score <= 1 (win)
A good move has a score > 0. Note that when there are no good moves, an multiplier of 1 is used for the game space calculation.
|Hot turns||41.67%||A hot turn is one where making a move is better than doing nothing.|
|Momentum||16.67%||% of turns where a player improved their score.|
|Correction||52.08%||% of turns where the score headed back towards equality.|
|Depth||0.10%||Difference in evaluation between a short and long search.|
|Drama||17.56%||How much the winner was behind before their final victory.|
|Foulup Factor||93.75%||Moves that looked better than the best move after a short search.|
|Surprising turns||0.00%||Turns that looked bad after a short search, but good after a long one.|
|Last lead change||93.75%||Distance through game when the lead changed for the last time.|
|Decisiveness||8.33%||Distance from the result being known to the end of the game.|
These figures were calculated over a single game, and based on the measures of quality described in "Automatic Generation and Evaluation of Recombination Games" (Cameron Browne, 2007).
Colour shows the success ratio of this play over the first 10moves; black < red < yellow < white.
Size shows the frequency this move is played.
Note: most games do not take board rotation and reflection into consideration.
Multi-part turns could be treated as the same or different depth depending on the implementation.
Counts to depth N include all moves reachable at lower depths.
Inaccuracies may also exist due to hash collisions, but Ai Ai uses 64-bit hashes so these will be a very small fraction of a percentage point.
No solutions found to depth 5.