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Pentago The game is played on a 6×6 board divided into four 3×3 sub-boards (or quadrants). Taking turns, the two players place a marble of their color (either black or white) onto an unoccupied space on the board, and then rotate one of the sub-boards by 90 degrees either clockwise or anticlockwise. A player wins by getting five of their marbles in a vertical, horizontal or diagonal row (either before or after the sub-board rotation in their move). If all 36 spaces on the board are occupied without a row of five being formed then the game is a draw. Pentago The game is played on a 6×6 board divided into four 3×3 sub-boards (or quadrants). Taking turns, the two players place a marble of their color (either black or white) onto an unoccupied space on the board, and then rotate one of the sub-boards by 90 degrees either clockwise or anticlockwise. A player wins by getting five of their marbles in a vertical, horizontal or diagonal row (either before or after the sub-board rotation in their move). If all 36 spaces on the board are occupied without a row of five being formed then the game is a draw. Hex Each player has an allocated color, conventionally Red and Blue or White and Black. Players take turns placing a stone of their color on a single cell within the overall playing board. The goal for each player is to form a connected path of their own stones linking the opposing sides of the board marked by their colors, before their opponent connects his or her sides in a similar fashion. The first player to complete his or her connection wins the game. The four corner hexagons each belong to both adjacent sides. Since the first player to move in Hex has a distinct advantage, the pie rule is generally implemented for fairness. This rule allows the second player to choose whether to switch positions with the first player after the first player makes the first move. Hex Each player has an allocated color, conventionally Red and Blue or White and Black. Players take turns placing a stone of their color on a single cell within the overall playing board. The goal for each player is to form a connected path of their own stones linking the opposing sides of the board marked by their colors, before their opponent connects his or her sides in a similar fashion. The first player to complete his or her connection wins the game. The four corner hexagons each belong to both adjacent sides. Since the first player to move in Hex has a distinct advantage, the pie rule is generally implemented for fairness. This rule allows the second player to choose whether to switch positions with the first player after the first player makes the first move. The SOS Game. The board consists of a row of n squares, initially empty. Players take turns selecting an empty square and writing either an S or an O in it. The player who first succeeds in completing SOS in consecutive squares wins the game. If the whole board gets filled up without an SOS appearing consecutively anywhere, the game is a draw. The SOS Game. The board consists of a row of n squares, initially empty. Players take turns selecting an empty square and writing either an S or an O in it. The player who first succeeds in completing SOS in consecutive squares wins the game. If the whole board gets filled up without an SOS appearing consecutively anywhere, the game is a draw. Wythoff’s Game. The positions of the Wythoff’s game are given by a queen on a chessboard. Players, sitting on the same side of the board, take turns moving the queen. But the queen may only be moved vertically down, or horizontally to the left or diagonally down to the left. When the queen reaches the lower left corner, the game is over and the player to move last wins. Wythoff’s Game. The positions of the Wythoff’s game are given by a queen on a chessboard. Players, sitting on the same side of the board, take turns moving the queen. But the queen may only be moved vertically down, or horizontally to the left or diagonally down to the left. When the queen reaches the lower left corner, the game is over and the player to move last wins. Turning Turtles At each move a player chooses an "O" and turns it into an "X". At the same time this player may, if he so wishes, change a letter in any other square to the left from the first one. In the left square, the player is allowed to turn "O" into "X" and also "X" into "O". To perform a move, the player should first click under the square he plans to change. You can't undo your moves. The player to make the last move wins. Turning Turtles At each move a player chooses an "O" and turns it into an "X". At the same time this player may, if he so wishes, change a letter in any other square to the left from the first one. In the left square, the player is allowed to turn "O" into "X" and also "X" into "O". To perform a move, the player should first click under the square he plans to change. You can't undo your moves. The player to make the last move wins. Northcott’s Game In every row of a rectangular board, there are two checkers: one white and one black. A move consists in sliding a single checker in its original row without jumping over another checker. The player to make the last move wins. Northcott’s Game In every row of a rectangular board, there are two checkers: one white and one black. A move consists in sliding a single checker in its original row without jumping over another checker. The player to make the last move wins. Nim Two players take turns removing objects from distinct heaps. On each turn, a player must remove at least one object, and may remove any number of objects provided they all come from the same heap. The person who makes the last move (i.e., who takes the last object) wins. Nim Two players take turns removing objects from distinct heaps. On each turn, a player must remove at least one object, and may remove any number of objects provided they all come from the same heap. The person who makes the last move (i.e., who takes the last object) wins. Misere Nim Two players take turns removing objects from distinct heaps. On each turn, a player must remove at least one object, and may remove any number of objects provided they all come from the same heap. The person who makes the last move (i.e., who takes the last object) loses. Misere Nim Two players take turns removing objects from distinct heaps. On each turn, a player must remove at least one object, and may remove any number of objects provided they all come from the same heap. The person who makes the last move (i.e., who takes the last object) loses. The Thirty-one Game From a deck of cards, take the Ace, 2, 3, 4, 5, and 6 of each suit. These 24 cards are laid out face up on a table. The players alternate turning over cards and the sum of the turned over cards is computed as play progresses. Each Ace counts as one. The player who first makes the sum go above 31 loses. The Thirty-one Game From a deck of cards, take the Ace, 2, 3, 4, 5, and 6 of each suit. These 24 cards are laid out face up on a table. The players alternate turning over cards and the sum of the turned over cards is computed as play progresses. Each Ace counts as one. The player who first makes the sum go above 31 loses. Hackenbush Hackenbush is a two-player mathematical game that may be played on any configuration of colored line segments connected to one another by their endpoints and to a "ground" line. The game starts with the players drawing a "ground" line (conventionally, but not necessarily, a horizontal line at the bottom of the paper or other playing area) and several line segments such that each line segment is connected to the ground, either directly at an endpoint, or indirectly, via a chain of other segments connected by endpoints. Any number of segments may meet at a point and thus there may be multiple paths to ground. On his turn, a player "cuts" (erases) any line segment of his choice. Every line segment no longer connected to the ground by any path "falls" (i.e., gets erased). According to the normal play convention of combinatorial game theory, the first player who is unable to move loses. Hackenbush Hackenbush is a two-player mathematical game that may be played on any configuration of colored line segments connected to one another by their endpoints and to a "ground" line. The game starts with the players drawing a "ground" line (conventionally, but not necessarily, a horizontal line at the bottom of the paper or other playing area) and several line segments such that each line segment is connected to the ground, either directly at an endpoint, or indirectly, via a chain of other segments connected by endpoints. Any number of segments may meet at a point and thus there may be multiple paths to ground. On his turn, a player "cuts" (erases) any line segment of his choice. Every line segment no longer connected to the ground by any path "falls" (i.e., gets erased). According to the normal play convention of combinatorial game theory, the first player who is unable to move loses.