Abstract Strategy

Confusion: Espionage and Deception in the Cold War

A strategic two-player abstract with a heavy deduction element. At the start of the game, neither player knows how their own pieces move. Via performing attempted moves, each player tries to deduce the movement of their own pieces. As you determine how to move your pieces, your goal is to capture the neutral piece, initially located in the center of the board, and deliver it to your opponent's side of the board.

From the new Stronghold Games version, Confusion: Espionage and Deception in the Cold War:

The Cold War. A dangerous time for the world. A dangerous time to be a spy... but that is exactly what being a spy is all about. As the shadowy clouds of intrigue and subterfuge settle across the globe you have been called upon by your country to obtain the Top Secret information that will ensure your country's safety and supremacy. But not all is as it seems; your spies are difficult to control on a global scale, and even worse, there's a Double Agent in your midst who threatens the entire mission!

At the start of a game of Confusion, players aren't aware of the talents and skills their own spies possess! Your opponent can see what your spies can do, but you cannot. Your job as a wise leader is to first deduce exactly how each of your spies move, then employ your knowledge by using each spy for maximum effect. But be on alert, because your opponent has placed a double-agent in your team of spies! The first player to take the Top Secret Briefcase from the middle of the board and deliver it to his opponent's capital is the winner.

Can you achieve your goals at the expense of your opponent, or will the entire operation collapse in a sea of Confusion?

Confusion is game #1 in the Stronghold Games "Castle Line".

Exago

The game is played on a hexagonal board. Each player is given six hexagonal tiles of one color (twelve, in a two-player game). In turn, players put one of their tiles on the board, with the goal of getting four-in-a-row, in a straight line. Each new tile must be placed adjacent to another one (not necessarily of their own color).

When a player has no more tiles, they can move a tile of their own color to another position.

If a group of tiles is isolated due to moving a tile, all isolated tiles (of the smallest group) return to their respective owners, to be used again.

The first to have four pieces in a straight line wins the game. (In this game, a player MUST block the player to their left if that player is in a position to win - even if more than one player is able to win on their next turn.)

Cambio

Selection #1 of The Games Collection by Pin International.

This game is similar to Quixo by Gigamic, but more fiddly during setting up as there are 6 symbols, and can accommodate up to 3 players. Players pick up their piece or a neutral piece from one end of any column or row of a 5x5 grid of cubes, and replace the piece to his/her own symbol at the other end by sliding the rest of the row. The first to form 5 in a row of his/her own pieces wins the game. Form 4 in a row for a three players game.

Alexandros

Alexandros is an abstract strategy by Leo Colovini, thematically inspired by the military expansion of Alexander the Great. It includes the "triggered scoring for all" mechanism, which can be considered a trademark of the designer, implemented in many of his games. It forces players to evaluate their actions in relation to what other players can earn.

The goal of the game is to have more points than other players when the trail/border markers are depleted or someone scores 100 points first.

Gameplay is driven by cards, used for all actions. Clockwise, players are first obliged to move the figure representing Alexandros across a triangular grid. They do this by playing cards with symbols matching those on destination spots. This is the core concept of the game - when the figure of Alexandros is moved, it leaves a trail of borders behind it. Soon, these borders begin to form provinces composed of triangular spaces: either with symbols or empty.

After moving Alexandros, players either build their hand of cards by drawing them, take over provinces or trigger scorings if the situation on the board suits them.

Players can occupy provinces by playing cards from their hand and placing tokens representing their leaders on spaces with corresponding symbols. When a scoring is triggered, provinces earn points equal to the number of empty spaces in them. Players can take over empty provinces and/or those occupied by other players. Each player has only four generals and placing them costs valuable cards - the game requires careful hand management and point-to-point movement - to create worthy provinces for scoring.

Awarded title of "Best Family Strategy Game" by Games Magazine in 2005.