Cubominos Match Demo
Laurent Dubois - 2004

I only realize I don't evoke the “black and white” dices in the description of Cubominos.

Now, it can be very interesting in the development of the game, reminding the traditional opposition of “black and white” in games such as chess, go, reversi, ...

Also, it would open many interesting perspectives for the A.I.

Here the demo of a match including the following rules not included in the initial version of Cubominos,
which constitutes a combination of dominoes, go, poker figures.

THE MATCH

1st white move

As specified in the rules, the first move gives the benefit of 6 points to the player, reason why he must put his dice in such a way as the opponent can have access to the face 6 and benefit himself of the maximum of points with his move.
So this move bring in 6 points.

1st black move

6 points

2nd white move

Second white dice allowing perfect adaptability for the next possible black move ;
5 points.

2nd black move

5 + 4 = 9 points

3rd white move

The value of the inside faces of the white dices: 4 & 2, thus perfectly adaptable for the possible next black dice in e2.
2 points only but it is a move of demonstration.

3rd white move, variant

The value of the inside faces of the white dices: 6 & 2, thus perfectly adaptable for the possible next black dice in e2.

3rd black move

3 points

4th white move

In this configuration, with 3 as value of the inside face of the last put white dice,
the adaptability of the next black dice is possible in e2.

Let's note the chain in f2-f3-e3-d3-d4-e4 [digits 1 to 6 in disorder, which brings in 1+2+3+4+5+6, i.e. 21 points to the white player ; if the chain was in order, the chain would bring in (1+2+3+4+5+6)x2, i.e. 42 points].

Up-faces value are taken into account for the chains.

1 point + 21 points = 22 points

4th white move variant

This is an interesting configuration ! In this situation, the next black dice placement cannot be made in e2.


Because the value of the inside face of the last put white dice is 5 as we can see.

So here, white player loses the benefit of the points of his move. But it is 1 point only, and it is interesting because the placement of a black dice would bring in 9 points as we can see below.

4th black move

This is a very good move : 4+2+3 points for the inside faces, i.e. 9 points ;
in addition, 4 black dices encircle the white dice in e3, which brings in 11 more points, i.e. the value of the up-faces of the 4 black dices: 1 + 1 + 4 + 5 = 11 points.

Let's note the new chain in e2-f2-f3-e3-e4-d4 [digits 1 to 6 in disorder, which brings in 1+2+3+4+5+6, i.e. 21 points to the black player ;

So this move brings in 9 + 11 + 21 = 41 points.

5th white move

As we can see, there is no possible complete adaptability for the next black move in c4 ; nevertheless, the complete adaptability of black dice is possible in c2 as we can see below.


This is the option chosen by the white player.

Let's note the encircling of the black dice in d3.

Let's note the new chain in c3-d3-d4-e4-e3-f3 [digits 1 to 6 in disorder, which brings in 1+2+3+4+5+6, i.e. 21 points to the white player ;

If the white move allowed a complete adaptability in c2 AND in c2, the player could have the benefit of his inside face, 3 points AND of the up-faces values of the encircling dices, in the state of affair 2 + 3 + 6 + 6 = 17 points AND of the chain, 21 points.

As the move allows only one complete adaptability for the next black move, in c2, the white player lose the benefit of one gain; he will chose the most advantageous benefits, i.e. 17 points + 21 points = 38 points.

5th white move variant

This variant allows a double adaptability, i.e. in c2 & c4.


But this is not the option chosen by the white player.

5th black move

for the first time, the player put his dice against a dice of the same colour
a move that allows a complete adaptability of white dice placement in d1 but not in h1 ;
let's recall that a dice against a dice of the same colour doesn't give the benefit of any point !


6th white move

Now it is the white player who loses the benefit of the points by putting his dice against another of his dices.

6th black move

non possible complete adaptability for the placement of a white or black dice in c1

But given the fact that the placement of the dice in c2 was forced, the black player doesn't lose the benefit of his points,
3 + 1 = 4 points.

Let's note several new chains :
in c2-c3-d3-d4-e4-e3 ;
in c2-c3-d3-d2-ed1-e1 ;
in c2-d2-d1-e1-e2-f2,
which gives 21 * 3 = 62 points

c2-c3-d3-d4-e4-d2
is not a chain because there is not a continuous passage from one dice to another ;
a jump in necessary at a certain moment.

So here, 4 + 62 = 66 points.

7th white move

Lateral faces : 2 points.

the chains :
e5-e4-e3-f3-f2-e2 ;
e5-e4-e3-d3-c3-c2

21 * 2 = 42 points
2 + 42 = 44 points

7th black move

Lateral faces: 6 + 2 = 8 points.

Let's note a symmetrical figure

4

3

3

4

in d4-d5-e5-e4, which brings in 14 points.

Also, the following chains :
d5-d4-d3-c3-c2-d2 ;
d5-d4-d3-e3-f3-f2.

21 * 2 = 42 points

8 + 22 + 64 = 94 points

If the game ended here, we would have :
white : 6 + 5 + 2 + 22 + 38 + 44 = 117 points
black : 6 + 9 + 3 + 41 + 66 + 94 = 219 points.



Your objective : to get a maximum of points.

How ? you have several possibilities :

Figures :

- series of same numbers : 111111

- series of incremented numbers : in logical order : 123456 or in disorder

- alternances of numbers : 252525 (an alternance of complementary numbers gives you more points than other types of alternances ; so, 252525 is more interesting than 262626

- series in any direction, so diagonally accepted complementary numbers : 1-6; 2-5; 3-4 (the sum of two opposite sides is always 7).

- In a virtual version of the game, the pattern of squares can be as large as one wants and the number of dices can be unlimited ;

- benefit of the points if a dice against a dice of the opposite colour ;

- dice against a dice of the same colour doesn't give the benefit of any kind of points (lateral placement, encircling, chains..) but allows to prevent the benefit of a figure by the opponent ;

- to form a square of dices of the same colour

- one or more dices of the same colour encircled by dices of the opposite colour ( go principle)

- the figure, chain or encircling, must be indicated just after the move by the player

- a chain is constituted of 6 dices one against the other two by two

- the chain must be continue

- a chain must start from the up-face value of the last dice put.

Strategies :

- to play “against” the opponent, negative, defensive, non romantic approach

- to prevent the opponent to continue the game

- to remove a maximum of dices of the opponent

- dice placed in non possible adaptable position for the next move removes the benefit of the points

- to play for oneself, positive, offensive, romantic approach.