Monday, July 15, 2013

Checkers Tic Tac Toe

My variation of tic tac toe involves the game of checkers. In checkers, a player can jump over an opponent's piece if it's adjacent to the player's piece, thus removing it effectively from play. I want to use this aspect in my tic tac toe's variation.

In this game, the objective is still similar to regular tic tac toe where a player must place three of their markers in a row to win while preventing the opponent from doing the same. Now, the difference between a regular tic tac toe and my variation employs the use of the checkers' feature I mentioned above. A player can jump over an opponent's marker, removing it from play and making the space the opponent's marker was in before free. On the other hand, the player's marker is placed on the space next to where the opponent's marker was before. If it was occupied beforehand by a marker of the player's or the opponent's, that marker is moved to the direction the player's marker that jumped did. To visualize this, I have this image:

Say for example, there's an O in boxes 1 and 3 and an X in 2. The player decides to jump over the X marker in 2 using the O marker in 1. The player jumps over the X in 2 removing it from play and making 2 an empty space. The O in 1 is transferred to 3. Remember that 3 is occupied, so the O marker in it is moved to 1 because the O in 1 jumped over to the left, so the O in 3 moves to the left as well. Same rule applies vertically and diagonally.

A player is not limited by jumping over a marker that is visibly adjacent to the player's marker. It can also jump over a marker on the opposite side across the board. Say, for example, from the image above, a marker in 1 can not just only jump over an opponent's marker if placed in 2, 4, and 5, but can also jump on the opponent's marker if placed in 3, 6, 7, 8 and 9. In conclusion, the marker in 1 can jump over horizontally (2 and 3), vertically (4 and 7), and diagonally (5, 6, 8 and 9).

But before a player can actually jump over an opponent's marker, the player and the opponent have to decide it through a coin flip, a die roll, or rock-paper-scissors, and the player has to win to be able to jump over. Otherwise, the player loses a turn, for jumping over is similar to placing a marker in that they both take turns.

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