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A Simple, Pure and Fun Abstract
A Simple, Pure and Fun Abstract
The Gipf Series, is a collection of six independent games, all invented by Kris Burm. The games, in the order of their release. are: Gipf, Tamsk, Zertz, Dvonn, Yinsh, and Punct. Note: I read online just the other day, that the Tamsk game will be replaced by a game called "Tzaar". Tamsk will still exist but will no longer be considered part of the Gipf Series. Something tells me I'll be writing about Tzaar, just as soon as I get my hands on a copy.
With the exception of "Tamsk", I own all the games that are part of the Gipf Series. With so many games to choose from, I've finally gotten around to pulling Gipf off the shelf and playing several games.
Every Kris Burm game in the series, seems to have it's own unique little twist, that makes the game interesting. For example, Tamsk uses egg timers as playing pieces and Zertz has a board that gets smaller each turn. In the case of Gipf, playing the tournament version of the game, each player has the choice of the number of Gipf pieces (two single pieces stacked together), they bring into play.
To give anyone a quick and easy sense of what this game is like, just imagine a wheel with spokes running through it. Players, represented by black and white pieces (round discs), take turns pushing a piece into the wheel and onto a spoke, while pushing any other pieces in their way, one spot over. If during the course of pushing a piece into play, a row of four or more of the same colored piece ends up in a row, the person who controls that color, puts those pieces back into their reserve and captures any opponent's pieces that may extend the row. You win automatically when your opponent can't introduce anymore pieces into play, or when you've captured all of your opponent's Gipf Pieces. With all the inter-connected spokes, the wheel becomes a kaleidoscope of black and white pieces, that you try and make sense of. Although there are other rules, covering when more than one four in a row is created and the option of leaving ones own Gipf pieces on the board when putting pieces into reserve, I've already pretty much described the over all feeling of the game.
It's also possible to handicap a player by starting with fewer pieces. One can start with either the Basic game, where Gipf Pieces aren't used, or in the Standard version, where just 3 Gipf Pieces start out in play. It's the Tournament version though that makes the game as good as it is.
With so many possibilities to consider each turn, looking too far ahead becomes difficult, if not impossible. "Gipf" is a game where you are defending your own pieces, while looking for opportunities to capture your opponent's pieces.
People have commented on how plain the board looks compared to the other boards in the series.. That even struck me the first time I opened the box. However after actually playing the game, the gray board actually helps to make the pieces stand out, which is really where your focus needs to be. So in practice, it all works out beautifully.
Perhaps it's not a surprise that Gipf was the first born. A simple board, simple pieces, simple rules and in someway the foundation for what was to follow
"Dvonn", is my personal favorite in the series but most would probably say that "Yinish", is the best of the lot. So it may surprise you to hear that Kris Burm's favorite is "Gipf" and I can understand why. It's probably the most simple and pure game of the lot and yet offers what seems to be an endless variety of situations you'll be forced to deal with during a game. Now that's a balance that few games ever achieve and "Gipf" does it with flying colors.
Arthur Reilly