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Developer’s Notes on Lenga

In thinking about the design of magic and those that use magic for Lenga, much of my thoughts were fairly standard. I first imagined a person using magic casting a spell. Like many, my mental image is similar to recent Harry Potter® movies: a spellcaster thinks of the spell, waves a wand, says the magic word or words, then a greenish light appears and performs the desired effect.

Then the thought stuck me, “What if someone said the words without a wand?” I must admit that the idea that words have palpable power is an appealing concept. However, if learning magic is a matter of only using the right words, it appears that magic study is simply an exercise in vocabulary. Learn the right phrase, and ‘presto!’ the desired effect occurs. It reminds me of a cartoon where the main characters happens upon a book a magic words and phrases. While making up a song about them, he is able to defend himself against a vampire by accident. When the vampire confronts him, he uses the same phrases to produce completley different effects. At the end, he uses the name of a city to be able to fly home. The thing is, he had said the name of the city three times before but nothing happened. I know it was a cartoon, but it generated a different perspective on the whole mechanic of magic and casting spells in general.

With that in mind, it seems reasonable that casting a spell required an unobservable step. This would be something that occurs on the inside before the saying of words, waving of arms, and lighting the end of a wand. For Lenga, I called this internal step, the invoking. From the mechanics standpoint, the invoking opens a mental connection between the spellcaster and the source of energy used to create the desired effect. Once this connection is made, the external things serve to shape and channel that power.

I also imagine that this internal step can only be learned from another spellcaster and that it would take some time to learn and master. This seems necessary to make users of magic less common. It also allows them a certain amount of elitism as well as a sense of ‘otherness’ as compared to non-magic using people. This is fairly traditional, but important. People that can use magic are seen as having a mystical connection with the universe. In some ways, they are usually perceived as understanding more about the true nature of the universe than scientists. Besides, those that use magic should be different and distinctive, even in a world where magic is commonplace. The best analogy that comes to mind centers around those that are considered experts with computers. Computers are everywhere and we rely on them to do just about everything from measure how much gas we pump into our cars, to maintain financial records of multi-national companies. The fact that they are commonplace doesn’t remove the mystique around the ‘geeks’ that we know. Demand is high for those that are expert with ERP systems, but the supply of qualified people is pretty low.

So if it is established that a person must make a connection with their source of magical energy before casting a spell, interesting possibilities appear. The most striking one is that anyone can use magic words and phrases in everyday conversation without anything happening. They can even know what those words are supposed to do in the hands of a spellcaster. This allows everyone to have a certain knowledge of magic without being able to use it. Magic can be everywhere while the vast majority of people are limited or prohibited from using it.

To make this distinction more obvious, I decided that Lenga should be its own language. More on that in another post.

Roman Chess – Draft

Latrunculi or Roman Chess is mentioned in many ancient documents, but the rules are speculative at best. These rules are based on suggestions made by Dr. Wladyslaw J Kowalski, an engineering professor at Penn State University.

The folks from Board Games Studies take issue with Dr. Kowalski's suggestions. Their interpretation of the game is here. I chose Dr. Kowalski's version because, frankly, it looks more fun. Here are Dr. K's proposed rules.

  • Use a 12 x 8 board with the starting arrangement as shown below.
  • Black plays first (Black in this case is blue).
  • All pieces may move any number of spaces in the horizontal or vertical direction.
  • A single stone is captured if it is surrounded on two opposite sides.
  • The outside walls cannot be used to capture men.
  • A stone in the corner can be captured by two stones placed across the corner.
  • Multiple stones can be captured along a line.
  • The king (or dux) cannot be captured but can be immobilized by being surrounded on all four sides.
  • First player to immobilize the enemy king wins.
  • The king is immobilized if it is blocked by an enemy stone such that it has no place left to move.
  • If the game stalemates, the player with the most captured enemy stones wins.
  • Sequences of plays that repeat endlessly must be prohibited (this is usually obvious to both players after two series of moves repeats -- any move initiating a third repeating series of moves is illegal).
  • Players must announce when they 'squeeze' a stone in-between enemy stones (to avoid any later dispute).
  • Roman Chess

    Roman Chess board

    More explanations later, but I wanted to get the basic board and rules up.

    Hedge Checkers

    Equipment

    The Board: Unlike a standard board, a Hedge Checkers board requires a 12x12 board. Also required are objects to serve as the hedge. (Pens work well and well as Scrabble(R) trays.) The green shaded area in the picture represents the hedge.

    Hedge Board
    click here for a larger image

    All play is done on dark squares. The correct orientation for each player will show a dark square to the player's bottom-left corner.

    Checker Pieces: These are the same shape and size, usually round. Each player is given 12 of the same color. Usually checkers are black and red, but can be any color. It is suggested to avoid green chekers if the graphic above is used.

    Players

    The players sit on opposite sides of the board. Each player is called by the color of their checkers. Black moves first, but if black is not used, flip a coin to determine who moves first.

    The Play

    Each player places 8 of their 12 checkers on the board outside the hedge. Six are placed on the dark squares of the row closest to the player, and one each is placed on both sides on dark squares above the first row. Click on the diagram above for a larger picture - checkers are initally places on the squares marked with an X.

    Each turn, a player may "jump the hedge" to put one of their checkers into play, move diagonally forward one square, or jump an opponent. If a player jumps the hedge, he must place a checker outside the hedge, if he has any left over. When jumping over an opponent, you must take all jumps available.

    Crowning: If a piece reaches the far edge of the board, he is crowned and called a King. Kings can move and jump backwards, in addition to being able to move and jump forwards.

    Object of Play

    Deprive the opponent of the ability to move. This happens if all 12 pieces are taken, but can also occur if remaining pieces are blocked.

    Notation

    Notation is based on the graphic below. X's mark the initial position of checkers at the beginning of the game. *'s mark the Pits (explained later). The numbers mark squares either player can use in legal moves. When writing a game, it is common to write the number the pice moved from and the number where the piece moved to separated by a hypen. In the case of initial moves, X is used.

    hedge-notation.png
    click here for a larger image

    Special Rules

    Hiding: It is possible to hide a piece by jumping back over the hedge. However, the player's next move must be to jump over the hedge and return to play. If the piece is blocked from returning to play, the piece is forfeited. For example, a player may move a piece 5-14. On his next move, he must move 14-25 or forfeit his piece.

    The Pits: A move into the squares marked with a star *, are considered sacrifices. Moving into the * squares provide no means for a piece to return. For strategic reasons, a player may opt to sacrifice a piece. Such moves are notated number-*., namely 15-* and 22-*.

    Strategy

    There is no rule that you must move all 12 pieces into play as soon as possible. However, it is generally considered more beneficial to play aggresively. Not placing pieces on the board can potentially trap several pieces behind the hedge, as well as leave a player greatly outnumbered.

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