gTry to survive this strategic game of cat and mouse.h


Number of players: 2

Cards required: 21 (see blow)


Objective of the game:

The objective of this game is for black to capture white while white tries to escape.  Black defeats white by completely surrounding the core group and leaving no blank spaces available.  White wins if all the cards are played before black can surround white.



This example shows whitefs core group which is close to be getting

    surrounded by black.








This example shows that white has been completely surrounded with no

blank spaces.  Therefore black has won.








This example shows whitefs core group which is extended to outside

and safe at this moment.







                   This example shows whitefs core group which is extended to

                   outside and has two black spaces inside.






Preparing the cards:

In order to prepare for the game, the 21 cards required need to be selected.  Black starts with 9 cards, while white begins with 10 cards as shown below.  In addition, the game begins with 2 preset cards – a black gSpecialh and white gNothingh card as illustrated.















The rules of the game:

Definitions:         Open side           See the arrows illustrated in the below diagrams.

                            Board                  Refers to the cards that have already been played.

Main group         Refers to the whitefs group directly connected to the gNothingh card on the preset board (see the gPreparing the cardsh section above) 


First, decide who takes which color, black or white.  The game begins with 2 preset cards and white plays first.  At each turn, a player places a card from his/her hand.

When playing a card, find an open side of your color on the board and connect an open side of your card to that point on the board.














The example shows a valid play because the open side of whitefs played card connects to the open side of whitefs group on the board.  (See arrow)



White must always play to its main group on the board.  Black, on the other hand, does not have to do this.  Please see the examples below of correct and incorrect plays.








As white must play to its main group, it can not play to open sides on the board whose arrows have an gXh.  Black on the other hand, can play to any open sides on the board, and so may play to arrows that have a gYh.


















As can be seen, blackfs played card overlaps cards already on the board, but because an open side on the board connects to an open side on the card being played this is allowed.













This shows an example of an incorrect play.  Both of whitefs squares on the board (A and B) are not part of the main group.  A is obviously separated from the main group by black.  B on the other hand, is not separated by black, but is still not connected to white.  B is therefore not part of whitefs main group.








An example of a game:























eLXg {bNX: 1. Start


At this point whitefs main group has been completely surrounded by the last card played by black.  However, white still has two blank spaces on the board and is therefore still safe.  It is now whitefs turn but there are no open sides to which white can play to escape from blackfs encirclement. White must therefore fill one of the remaining blank spaces.













There are no open sides for black within whitefs main group.  Black is therefore unable to fill the last remaining blank space and must play outside somewhere.  White still has a card available and is therefore, forced to play.  This means that white must fill the last remaining blank space and lose the game.

However, if black had played his last card in diagram 6, whitefs turn in diagram 7 would have been the end of the game.  This would have meant that white had won the game because there was still one remaining blank space within whitefs main group.