Tuesday August 23

Abalone World Championship
10:15am to 1:45pm
Swiss pairings over 5 rounds with a 15 minute time control.
The popular two-player strategy game Abalone was invented by two Frenchmen, M. Lalet and L. Levi in 1988. The game is played on a hexagonal board composed of 61 cells in a regular pattern. Each player (White/Black) has 14 marbles in their own colour. You move (push) your own men, either singly or as a line, in any direction. The object is to push six of your opponent’s balls off the board.
A player can push their opponent′s marbles which are in an adjacent space to their own with an in-line move only. They can only push if the pushing line has more marbles than the pushed line (three can push two or one; two can push one). Marbles must be pushed into an open space (i.e. not blocked by a marble of either colour) or off the board. The winner is the first player to push six of the opponent’s marbles off of the edge of the board



Terra Mystica
10.15am to 6pm (lunch break 1.30pm-2.15pm)
£15 (AM+PM; register for Double Session)
3 rounds of 2 hours
In the land of Terra Mystica dwell 14 different peoples in seven landscapes, and each group is bound to its own home environment, so to develop and grow, they must terraform neighbouring landscapes into their home environments in competition with the other groups.

Terra Mystica is a game with very little luck that rewards strategic planning. Each player governs one of the 14 groups. With subtlety and craft, the player must attempt to rule as great an area as possible and to develop that group’s skills. There are also four religious cults in which you can progress. To do all that, each group has special skills and abilities.

Taking turns, the players use the resources they have at their disposal. Different buildings allow players to develop different resources, and buildings can be upgraded. Dwellings can be developed into trading houses; trading houses can be developed into strongholds or temples; one temple can be upgraded to become a sanctuary. Each group must also develop its terraforming skill and its skill with boats to use the rivers. The groups in question, along with their home landscape, are:

  • Desert (Fakirs, Nomads)
  • Plains (Halflings, Cultists)
  • Swamp (Alchemists, Darklings)
  • Lake (Mermaids, Swarmlings)
  • Forest (Witches, Auren)
  • Mountain (Dwarves, Engineers)
  • Wasteland (Giants, Chaos Magicians)

Proximity to other groups is a double-edged sword in Terra Mystica. Being close to other groups gives you extra power, but it also means that expanding is more difficult.

10:15am to 1:45pm
Two-player matches. Swiss tournament, with 5 rounds. Sets containing jokers can be split.
Rummikub is a tile-based game that was invented by Ephraim Hertzano, a Romanian-born Jew, who immigrated to Mandate Palestine in the early 1930s. He hand-made the first sets with his family in the backyard of his home. The game combines elements of rummy and mahjong. Hertzano sold the first sets door-to-door and on a consignment basis at small shops. Over the years, the family licensed it to other countries and it became Israel’s #1 export game. In 1977, it became a bestselling game in the United States.
Game play continues until a player has used all of the tiles in the rack, at which point they should call out “Rummikub”, and are declared the winner. If the pool runs out of tiles, play continues until there is a winner or no player can make a valid play.
The score is annotated: the loser pays the sum of the numbers in his rack (jokers are worth 50), while the winner gains the same amount of points. Should one not perform an initial meld when game ends, he is charged with 100 points, provided he could not meld 30 points face value. Had he the possibility and chose not to, he’ll be charged 200 points.

Twixt World Championship
2:15pm to 6pm
5 rounds with 20 minutes per player per game.
TwixT is a two-player strategy board game invented by Alex Randolph. The players take turns placing pegs of their respective colors on the board, one peg per turn. The player with the lighter color makes the first move. A player may not place a peg on their opponent’s border rows. To counteract first-move advantage, the pie rule is suggested. After the first peg is placed, the second player has the option to swap sides. This is typically indicated by turning the pieces box end for end, or swapping boxes if they are separate. After placing a peg, you may link one or more pairs of pegs on the board which are all your own colour. The links can only go between two pegs a knight’s move away from each other, and cannot cross another link; they block other links, most importantly the opponent’s. As part of your move, you may remove your own links (but not your opponent’s) in order to rearrange the sequence of links on the board. The object is to make a continuous chain of linked pegs connecting your border rows. If neither side can achieve this, the game is a draw.

2:15pm to 6pm
Swiss pairings over 4 rounds of 2 players with a 20 minute time control.
Triolet is a numbers games. The objective is make ’15’ with three tiles on a board. Players lay 1,2, or 3 tiles intersecting ‘crossword’ style on a board. Additional points are scored when three tiles equal 15 or all three tiles are placed in one go. It’s an easy game to learn and the ‘double’ ‘triple’ and ‘bis’ squares ensure players who have started slowly do catch up. The winner is the person who has scored most points when the tiles run out.


Backgammon 6x7pt
10.15am to 6pm (lunch break 1.30pm-2.15pm)
6 rounds where the winner of each round is the first to win 7 points (a doubling die is used). Backgammon is one of the oldest board games for two players. The playing pieces are moved according to the roll of dice, and a player wins by removing all of his pieces from the board before his opponent. Backgammon is a member of the tables family, one of the oldest classes of board games in the world. Although luck is involved and factors into the outcome, strategy plays a more important role in the long run. With each roll of the dice, players must choose from numerous options for moving their checkers and anticipate possible counter-moves by the opponent. In variants that originate from early 20th century New York, players may raise the stakes during the game.


Backgammon (No Doubling Die)
7pm to 10:30pm
Swiss pairings over 6 rounds with no doubling die (i.e. one game determines the winner). Backgammon is one of the oldest board games for two players. The playing pieces are moved according to the roll of dice, and a player wins by removing all of his pieces from the board before his opponent. Backgammon is a member of the tables family, one of the oldest classes of board games in the world. Although luck is involved and factors into the outcome, strategy plays a more important role in the long run.


Mental Calculation Blitz
8pm to 10pm, 4 rounds of 25 minutes
Mental calculation rules are those of standard maths test except that you are only allowed to write down the answer. No calculation devices (including phones, or watches with calculator functions) are permitted in the playing area. It is an event that is run under standard examination conditions. Only basic knowledge of mathematics is required for the large majority of the questions, and there are also a few questions on finding exact square & cube roots of numbers. The test is over four rounds with increasing levels of difficulty.


Hare and Tortoise World Championship
7pm to 10:30pm
Swiss pairings over 3 rounds.
Hare and Tortoise is a German-style board game designed by David Parlett in 1974 and first published by Intellect Games. In 1978 it was released by Ravensburger in Germany, where the game became a huge hit. It has since sold some 2 million units in at least ten languages, including several known pirated editions. The current edition is published by Gibsons Games in the UK, Ravensburger in Germany and Rio Grande Games in the United States.
The game is based on Aesop’s fable “The Tortoise and the Hare”, in which the hare and tortoise decide to race. The tortoise wins the race by cunning while the hare fails because he overestimates himself and takes a nap during the race. The moral of the story is “slow and steady wins the race” which is incorporated in the game mechanic.

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5 Card Draw
7pm to 10:30pm
Five-card draw (also known as a Cantrell draw) is a poker variant that is considered the simplest variant of poker. As a result, it is often the first variant learned by most new players.
Play begins with each player being dealt five cards, one at a time, all face down. The remaining deck is placed aside, often protected by placing a chip or other marker on it. Players pick up the cards and hold them in their hands, being careful to keep them concealed from the other players, then a round of betting occurs. If more than one player remains after the first round, the “draw” phase begins. Each player specifies how many of their cards they wish to replace and discards them. The deck is retrieved, and each player is dealt in turn from the deck the same number of cards they discarded so that each player again has five cards.
A second “after the draw” betting round occurs beginning with the player to the dealer’s left or else beginning with the player who opened the first round (the latter is common when antes are used instead of blinds). This is followed by a showdown, if more than one player remains, in which the player with the best hand wins the pot.


7pm to 10:30pm
An abstract strategy game for two players based on the trench wars of World War I. Unlike most games, in Trench the 8×8 grid board is diamond-shaped; each player sets up his army on opposing sides of the “trench”, which divides the board into two. As hostilities between the armies commanded by the players grow, each attempts to seize control over the trench in order to take full advantage of its strategic potential, hoping thus to breach the opponent’s defenses and capture the most valuable and important pieces. From the Soldiers to the General, each piece is subject to specific maneuvers, and all will have to cooperate in order to be able to occupy the trench, invade the enemy’s territory, and vanquish its foe.