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Help for Abalone
Introduction
Welcome to the network Abalone server. The rules
of Abalone and tips for playing are below. The challenge command with the available game options is described here.
Other commands are the same for all pbmserv games.
There are several computer programs on pbmserv which play
Abalone. You can retrieve information using these commands:
- help ai-aba
- Information about Aba, a program written by Paul Colley
Abalone Command Summary
- abalone challenge [-bowl] userid1
userid2 [... userid6]
- Start a new game between up to six players.
The standard boards
are:
Two Three Four
1 1 1 1 1 1 1 1 1 1 1 1 1 1 .
1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 1 . 2
. . 1 1 1 . . . . . . . . . . . . . . 2 2
. . . . . . . . 3 . . . . . . 2 4 . . . . . 2 2
. . . . . . . . . 3 3 . . . . . 2 2 4 4 . . . . . 2 2
. . . . . . . . 3 3 . . . . 2 2 4 4 . . . . . 2
. . 2 2 2 . . 3 3 . . . 2 2 4 4 . . . . .
2 2 2 2 2 2 3 3 . . 2 2 4 . 3 3 3 3
2 2 2 2 2 3 3 . 2 2 . 3 3 3 3
Five Six
1 1 1 1 . . 1 1 1 .
1 1 1 1 . 2 6 . 1 1 . 2
. . . . . 2 2 6 6 . 1 . 2 2
4 . . 5 5 . 2 2 6 6 6 . . 2 2 2
4 4 . 5 5 5 . 2 2 . . . . . . . . .
4 4 . 5 5 . . 2 5 5 5 . . 3 3 3
4 4 . . . . . 5 5 . 4 . 3 3
4 . 3 3 3 3 5 . 4 4 . 3
. 3 3 3 3 . 4 4 4 .
Note: I don't especially like the 5-person setups, but it
was the best I could come up with. The 5th player is penalized a marble for being
centered.
The "bowl" setups are:
Two Three Four
1 1 . 2 2 1 1 . 2 2 1 1 . 2 2
1 1 1 2 2 2 1 1 . . 2 2 1 1 1 2 2 2
. 1 1 . 2 2 . . . 1 . 2 . . . 1 1 . 2 2 .
. . . . . . . . 3 . . . . . . 3 . . . . . . . .
. . . . . . . . . 3 3 3 . . . 3 3 3 . . . . . . . . .
. . . . . . . . 3 . . . . . . 3 . . . . . . . .
. 2 2 . 1 1 . . . 2 . 1 . . . 3 3 . 4 4 .
2 2 2 1 1 1 2 2 . . 1 1 3 3 3 4 4 4
2 2 . 1 1 2 2 . 1 1 3 3 . 4 4
Five Six
4 4 . 3 3 1 1 . 2 2
4 4 4 3 3 3 1 1 1 2 2 2
. 4 4 . 3 3 . . 1 . . . 2 .
. . . . . . 1 1 6 6 . . . . 3 3
. . . . . . 1 1 1 6 6 . . . . . 3 3
. . . . . . 1 1 6 6 . . . . 3 3
. 5 5 . 2 2 . . 5 . . . 4 .
5 5 5 2 2 2 5 5 5 4 4 4
5 5 . 2 2 5 5 . 4 4
Rules for Abalone
- Object of the game:
- On a hexagonal board (radius 5) two to six players have
armies of marbles. Players take turns "pushing" 1, 2 or 3 linearly connected
marbles, attempting to push their opponents' marbles off the board. First player to push 6
of their opponent's marbles off the board wins. In the 3+ player version, the 6 marbles
may be any combination of 6 opponents' marbles.
-
- Initial board layout:
o o o o o
o o o o o o
. . o o o . .
. . . . . . . .
. . . . . . . . .
. . . . . . . .
. . x x x . .
x x x x x x
x x x x x
- This is the standard two player layout. See the challenge command for info on layouts for more players.
- Movement:
- You may move a group of 1, 2, or 3 adjacent marbles of your
color (a group of 3 marbles must be in a straight line) one space in any one of the six
possible directions.
Examples of legal moves:
One marble
. . . . . . . . . . . . . . . .
. . . . x . . . . => . . . . . x . . .
. . . . . . . .
. . . . . . . .
Two marbles "forward"
. . . . . . . . . . . . . . . .
. . . . x x . . . => . . . . . x x . .
. . . . . . . .
. . . . . . . .
Two marbles "sideways"
. . . . . . . . . . . x x . . .
. . . . x x . . . => . . . . . . . . .
. . . . . . . .
. . . . . . . .
Three marbles "forward"
. . . . . . . . . . . . . . . .
. . . . x x x . . => . . . . . x x x .
. . . . . . . .
. . . . . . . .
Three marbles "sideways"
. . . . . . . . . . . x x x . .
. . . . x x x . . => . . . . . . . . .
. . . . . . . .
. . . . . . . .
A group of two or three marbles may push an opponent's
smaller group when moving in a direction that the line is pointing (i.e., not when moving
"sideways").
Thus, the three possible pushes are:
Two push one
. . . . . . . . . . . . . . . .
. . . . x x o . . => . . . . . x x o .
. . . . . . . . . . . . . . . .
Three push one
. . . . . . . . . . . . . . . .
. . . x x x o . . => . . . . x x x o .
. . . . . . . . . . . . . . . .
Three push two
. . . . . . . . . . . . . . . .
. . . x x x o o . => . . . . x x x o o
. . . . . . . . . . . . . . . .
Marbles can be pushed off of the board, like so:
One Oh piece is removed
. . . . . . . . . . . . . . . .
. . . . x x x o o => . . . . . x x x o
. . . . . . . . . . . . . . . .
Once you have pushed six of your opponent's marbles off of
the board, you win!
- Movement Notation:
- The movement notation for abalone has two forms. In each
form, rcX is a letter/number pair specifying a space by row and column (e.g., E5 is the
center of the board).
- rc1,rc2 moves 1 marble from rc1 to rc2.
Example: c5,d5
1 2 3 4 5 1 2 3 4 5
/ / / / / 6 / / / / / 6
A- o o o o o / 7 A- o o o o o / 7
B- o o o o o o / 8 B- o o o o o o / 8
C- . . o o o . . / 9 C- . . o o . . . / 9
D- . . . . . . . . / D- . . . . o . . . /
E- . . . . . . . . . => E- . . . . . . . . .
F- . . . . . . . . F- . . . . . . . .
G- . . x x x . . G- . . x x x . .
H- x x x x x x H- x x x x x x
I- x x x x x I- x x x x x
- rc1-rc2,rc3 moves the string of *your* marbles defined by
rc1-rc2. The direction is rc1->rc3 if rc3 is adjacent to rc1. Otherwise, it moves in
direction rc2->rc3.
Example: a1-c3,b2 or a1-c3,d4
1 2 3 4 5 1 2 3 4 5
/ / / / / 6 / / / / / 6
A- o o o o o / 7 A- . o o o o / 7
B- o o o o o o / 8 B- o o o o o o / 8
C- . . o o o . . / 9 C- . . o o o . . / 9
D- . . . . . . . . / D- . . . o . . . . /
E- . . . . . . . . . => E- . . . . . . . . .
F- . . . . . . . . F- . . . . . . . .
G- . . x x x . . G- . . x x x . .
H- x x x x x x H- x x x x x x
I- x x x x x I- x x x x x
Example: c3-c5,d4 or c3-c5,d6
1 2 3 4 5 1 2 3 4 5
/ / / / / 6 / / / / / 6
A- o o o o o / 7 A- o o o o o / 7
B- o o o o o o / 8 B- o o o o o o / 8
C- . . o o o . . / 9 C- . . . . . . . / 9
D- . . . . . . . . / D- . . . o o o . . /
E- . . . . . . . . . => E- . . . . . . . . .
F- . . . . . . . . F- . . . . . . . .
G- . . x x x . . G- . . x x x . .
H- x x x x x x H- x x x x x x
I- x x x x x I- x x x x x
Example: e7-f8,f8 or e7-f8,g9
1 2 3 4 5 1 2 3 4 5
/ / / / / 6 / / / / / 6
A- o o o o o / 7 A- o o o o o / 7
B- o o o o o o / 8 B- o o o o o o / 8
C- . . o . . . . / 9 C- . . o . . . . / 9
D- . . . . . . . . / D- . . . . . . . . /
E- . . . . . . o . . => E- . . . . . . . . .
F- . . . . . . o . F- . . . . . . o .
G- . . x x x . x G- . . x x x . o
H- x x x x x . H- x x x x x .
I- x x x x x I- x x x x x
Playing Tips for Abalone By Wayne
Schmittberger, ex-Editor of Games Magazine and avid Abalone Player
- At the start, advance your marbles quickly toward the center
of the board.
Marbles in the center are much safer,
and can move around more easily, than ones near the edge. And, if you can occupy the
center, you will also force yoour opponent's marbles to stay near the edge. (Unless your
opponent(s) can outwit you and take over the center).
o o o o o . o o o o . o o o .
o o o o o o o o o o o o o o o o o o
. . o o o . . . . o o o . . . . o o o . .
. . . . . . . . . . . o . . . . . . . o o . . .
. . . . . . . . . => . . . . . . . . . => . . . . . . . . .
. . . . . . . . . . . . x . . . . . . x x . . .
. . x x x . . . . x x x . . . . . x x . .
x x x x x x x x x x x x x x x x x x
x x x x x x x x x . x x x . .
Diagram 1. It's best to start advancing a line of three marbles toward
the center. One possible opening is for white and black to
make the moves shown.
- Keep your marbles together.
Your marbles are strongest in a solid group. The more lines in which you have
connected rows of three or more marbles, the harder it will be for your opponent to push
you back toward the edge.
. . . . .
. . . . . .
. . . o o o x
. . . o o o x .
. . . o o o x . .
. . x o o . x .
. x x o x x .
. x x x . x o o
. x . . .
Diagram 2. White's strong central formation has no weaknesses, while
black has no way to prevent his thin line of marbles from
being pushed back and cut apart. White has the advantage,
despite black's current 2-0 lead in marbles.
- "Divide and Conquer"
Try to separate the opponent's marbles into two or more groups. Smaller groups
will be easier to push back and trap against the edge of the board, where they will be
lost.
- Plan ahead.
Wherever
your marbles are next to your opponent's, carefully consider the effect of each possible
push. Pushes tend to create many new possibilities for each side, since as many as five
marbles can change position at once (when three marbles push two).
- Think twice before pushing an opponent's marble off the
board.
Early in the game, it is usually more
important to keep your marbles in the center than to move them toward the edge in order to
eject a marble or two. (If you fall behind 2-0 or 3-1 in pushing off marbles, you can
easily catch up if you have the move central position.) And if an opponent's marble has no
way to escape, don't hurry to push it off, as you will usually have a more important move
to make elsewhere.
- Abandon stragglers.
Don't
waste time trying to link up isolated marbles with your main group, unless you can do it
in just a move or two.
- Play patiently.
When
you're not sure what to do, look for your least useful marble(s), and try to improve their
positions.
- The more marbles that have been pushed off the board, the
more important it is to gain the lead in marbles.
Although
a strong central position is more important that ejecting marbles early in the game, the
opposite is trow after each side has lost three or four marbles. If your marbles are badly
scattered around the edges after you have pushed off six of your opponent's marbles, it
won't matter!
- Try hard to be the first player to eject five marbles.
The first player to push off a fifth marble will usually have a big
advantage, because the opponent will then have to look after every vulnerable marble, and
answer every threat to eject a marble.
- Late in the game, play accurately and agressively.
If you see a way to eject enough of the opponent's marbles to bring
your total up to six, don't bother to defend your own marbles unless the opponent can win
before you do.
. . . . . . . . . .
. . . . . . . . . . . .
. . x . . . . . . x . . . .
. . x . . . . . x x x x . . x . . . . . x x x x
. x x x o . . . . ==> . x x . o . . . .
x o x o o . . . x o x o o . . .
o x o o . . . o x o o . . .
o . . o o x o o o x . . o o x o o o o
o . . . x o . . . x
Diagram 3. White leads 4-3, but needs at least three turns to eject
two black marbles in to the lower right. Black, with the
move, wins the race by ejecting one white marble as shown,
after which black needs but two more turns to push off
the trapped marbles.
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