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RHYTHMOMACHIA

The Rules of the Game


Rhythmomachia is a complex strategic game played on a board
similar to a chessboard. It is an old game supposedly invented in the
Middle Ages, and has several mathematical roots. Rhythmomachia is
played by two players. The program is based on a historical
reconstruction.
Early, there were some theoretical and mathematical examinations.
Some concerning the best strategies, and some analyzing how far
Rhythmomachia's tactics might relate to ancient warfare. Though some
of these examinations might be mainly unproved or even mere fiction
conserved over the centuries, one cannot doubt that Rhythmomachia
makes use of certain mathematical connections known in number
theory.
Rhythmomachia is played by two players. Who wins and when? The
player whose figures (pieces) are arranged in a regular mathematical
order on the opposite yard, or has captured all opposite figures. Who
starts? The blue one does the first move. Then the two players alternate
by turn.

The Moves
For making a move, use your mouse to drag pieces to their new
position according to the following moves:
Infantry, represented by a circle, moves exactly 2 fields in
horizontal or vertical direction.
Cavalier, represented by a triangle, moves exactly 3 fields in
diagonal direction.
Chariot, represented by a square, moves exactly 4 fields in any
direction, horizontally, vertically, or diagonally.
The Pyramid, represented by a pyramidal tower, contains six or
less units and can choose like which of its pieces it wants to move or
attack, every time. If a figure contained in the pyramidal tower is
attacked successfully, then it is removed and cannot be used for
moving, any more.
Important: The number of fields moved includes the starting and
ending position! So a Cavalier has moved three fields if it has simply
stepped over one empty field in between. This unusual calculation is
important for attacks.
Each figure has a rating that determines its combat values, whereas
hardly any two figures have the same ratings.
If a pyramid looses one of its components and an identical duplicate of
the same league is still in play, the player can choose to swap them out.
The figure in the pyramid which was lost is removed and the duplicate
takes its place in the pyramid, instead.
The Attacking Options
Though every player can only do a single move per turn, each can
attack as many times as possible, before and/or after their move. Each
figure can attack as many times as possible and attacks can be lead by
as many figures as necessary. To attack an opponent's figure
successfully, you must reduce its rating exactly to 0 (each figure that
still has a negative or positive rating at the end of the opponents turn,
will regenerate to its full rating).
Various possibilities for a single attack of a figure do exist, each with
the goal of reducing the target's rating to 0. They can be combined
freely:
Direct confrontation is used if a movement of a figure would lead
exactly onto the target figure and the ratings are equal.
Combat formation in joint attack
Choose the kind of attack:
Destroying Attack uses reduction/subtraction for altering. A figure's
combat value will be subtracted from the target's rating.
Reinforcement Attack uses addition for altering. A figure's combat
value will be added to the target's rating.
Choose combat value for an attack:
Assault or Multiplying Attack alters the target's rating by
multiplication. The combat value of a figure that uses this attack will
be ownRating * distance.
Infiltration Attack or Division Attack alters the target's rating by
division. The combat value of a figure that uses this attack will
be ownRating / distance.
Ambuscade also allows multiple figures in a joint attack to contribute
by Direct Confrontation if they could move directly to the target and
their respective ratings add up to the target rating. Enable this option
via direct configuration->also joint.
Seige captures pieces that are fully surrounded by enemies (optional).
When attacking, you must respect that:
a figure can only lead an attack into those directions that it can move
to. So for example, a Cavalier can only attack in diagonal directions.
a figure can attack one distinct figure only once, even though it may
take part in attacks of any number of different figures each turn.
the distances are calculated like for moves (including the starting
and ending position).
Options capturing->False will also disable capture of pieces and
remove pieces off the board after a successful attack instead
The Winning Harmonies
A player can win if he has arranged three piecesin a distinct shape and
a distinct order (according to their ratings). Such an arrangement must
be located entirely on the opponent's yard (the half the board where the
opposite player starts). At most one of the three pieces can be an
opponent's piece. The figures playing a role in such an arrangement
must be located in a regular mathematical shape without other pieces
in between like:

a regular triangle , with three figures, one


placed at (i|j) and one at (i+n|j) and one
at (i|j+m), with m,n being integers.
Place these figures in a right-angled triangle.
Rotated triangles are allowed.

a line , with three figures, one placed at one


field and the other two figures placed with a
distance of exactly n fields each, on the same
vertical column or horizontal row, with n being
an integer.
So place these piece on one vertical or horizontal
line. Diagonal are allowed.
The ratings of these figures must be in a regular order like:

 Arithmetic order applies if the figures fit with an arithmetic


sequence (an)

with an := b + c*n. Then it is ai - ai-1 = const.


Such as: {3,5,7}, {3,9,15}, {4,8,12} or {30,36,42}.

The name is derived from the arithmetic series b+c* 1.

 Geometric order applies if the figures fit with a geometric


sequence (gn)

with gn := c*qn. Then it is gi / gi-1 = const.


Such as: {4,16,64}.

The name is derived from the geometric series b+c* qi.


 Harmonic order applies if the figures fit with a harmonic
sequence (hn)

with hn := c / n.
Such as: {12,6,4}.

The name is derived from the harmonic series b+c* i-r where
mostly it is r=1.

 At most one piece in a winning harmony can belong to the


opponent.

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