An abstract strategy game is a board game where theme is unimportant and play resembles a series of puzzles players pose to each other through their moves. Many classic games like chess, go, and checkers are abstract strategy games. Combinatorial games have no random elements like dice and involve alternating turns between two players. While some games incorporate hidden information or elements of chance, traditional abstract strategy games are purely skill-based puzzles played between two players in alternating turns without random elements.
An abstract strategy game is a board game where theme is unimportant and play resembles a series of puzzles players pose to each other through their moves. Many classic games like chess, go, and checkers are abstract strategy games. Combinatorial games have no random elements like dice and involve alternating turns between two players. While some games incorporate hidden information or elements of chance, traditional abstract strategy games are purely skill-based puzzles played between two players in alternating turns without random elements.
An abstract strategy game is a board game where theme is unimportant and play resembles a series of puzzles players pose to each other through their moves. Many classic games like chess, go, and checkers are abstract strategy games. Combinatorial games have no random elements like dice and involve alternating turns between two players. While some games incorporate hidden information or elements of chance, traditional abstract strategy games are purely skill-based puzzles played between two players in alternating turns without random elements.
An abstract strategy game is a strategy game in which the theme is not important to the
experience of playing.[1][2] Many of the world's classic board games, including chess, Go, checkers
and draughts, xiangqi (Chinese chess), shogi (Japanese chess), Reversi (marketed as "Othello"), nine men's morris, and most mancala variants, fit into this category.[3][4] As J. Mark Thompson wrote in his article "Defining the Abstract", play is sometimes said to resemble a series of puzzles the players pose to each other:[1] There is an intimate relationship between such games and puzzles: every board position presents the player with the puzzle, What is the best move?, which in theory could be solved by logic alone. A good abstract game can therefore be thought of as a "family" of potentially interesting logic puzzles, and the play consists of each player posing such a puzzle to the other. Good players are the ones who find the most difficult puzzles to present to their opponents. Many abstract strategy games also happen to be "combinatorial"; i.e., there is no hidden information, no non-deterministic elements (such as shuffled cards or dice rolls), no simultaneous or hidden movement or setup, and (usually) two players or teams take a finite number of alternating turns. Combinatorial games have no randomizers such as dice, no simultaneous movement, nor hidden information. Some games that do have these elements are sometimes classified as abstract strategy games. (Games such as Continuo, Octiles, Can't Stop, and Sequence, could be considered abstract strategy games, despite having a luck or bluffing element.) A smaller category of abstract strategy games manages to incorporate hidden information without using any random elements; the best known example is Stratego. Traditional abstract strategy games are often treated as a separate game category, hence the term 'abstract games' is often used for competitions that exclude them and can be thought of as referring to modern abstract strategy games. Two examples are the IAGO World Tour (2007– 2010) and the Abstract Games World Championship held annually since 2008 as part of the Mind Sports Olympiad.[5] Some abstract strategy games have multiple starting positions of which it is required that one be randomly determined. For a game to be one of skill, a starting position needs to be chosen by impartial means. Some games, such as Arimaa and DVONN, have the players build the starting position in a separate initial phase which itself conforms strictly to combinatorial game principles. Most players, however, would consider that although one is then starting each game from a different position, the game itself contains no luck element. Indeed, Bobby Fischer promoted randomization of the starting position in chess in order to increase player dependence on thinking at the board.[6]