GIPF

AI-friendly board game rules summaries — use with Claude, ChatGPT, or any AI assistant

Overview

GIPF is a two-player abstract strategy game and the central game of the GIPF project series. Players push pieces onto a hexagonal board from the edges, attempting to line up 4 of their own color in a row to capture them (returning own pieces to reserve) along with any opponent pieces extending the row. The goal is to deplete the opponent’s reserve so they cannot make a move. The game features three rule sets of increasing complexity: Basic, Standard, and Tournament.

Components

Setup

Basic Game

  1. Draw lots for color. White goes first.
  2. Each player uses 15 pieces (remaining 3 can handicap: give the weaker player 1-3 extra).
  3. Place the board with dot “E1” pointing at the white player.
  4. Each player places 3 pieces on alternating angular dots, then pushes them to the first spot toward center — this is the starting position.
  5. Each player has 12 pieces in reserve.

Standard Game

Same starting position, but pieces on the board start as GIPF-pieces (2 basic pieces stacked). Each player uses all 18 pieces (3 GIPF-pieces on board = 6 basic pieces, leaving 12 in reserve).

Tournament Game

The board starts empty. Each player has 18 basic pieces in reserve. Both players must use their first turn to bring a GIPF-piece into play. Players may continue placing GIPF-pieces until they play their first single basic piece, after which no more GIPF-pieces may be introduced.

Turn Structure

Players alternate turns. Each turn has exactly 2 steps:

Step 1 — Place

Take a piece from your reserve and place it on any of the 24 dots at the board’s edge.

Step 2 — Push

Push the piece from the dot onto the adjacent spot in the play area:

Restrictions:

Actions

The only action each turn is placing and pushing a piece. However, capturing (taking pieces) happens automatically as a consequence of moves.

Taking Pieces (Capturing)

When 4 pieces of the same color are lined up adjacent to each other:

  1. The player of that color must remove those 4 pieces from the board.
  2. Any pieces forming a direct extension of the row (regardless of color) are also removed.
  3. Own pieces return to the reserve. Opponent’s pieces are captured (permanently lost).

Capture Rules:

Scoring / Victory Conditions

Basic Game

A player wins when the opponent has no pieces in reserve and cannot make a move.

Standard Game

A player wins by either:

Tournament Game

Same win conditions as Standard Game.

No ties are possible. The first player to run out of pieces loses, even if the other player would also run out next turn.

Special Rules & Edge Cases

GIPF-Pieces (Standard and Tournament Rules)

Tournament Rules Specifics

General Edge Cases

GIPF Project (Potentials)

GIPF can be expanded with potentials from other games in the series (ZERTZ, DVONN, YINSH, PUNCT, TAMSK). Potentials are extra pieces “loaded” onto basic pieces that allow special moves. Using a potential may require winning the corresponding game first. This is entirely optional.

Player Reference

Turn Summary:

  1. Place a piece from reserve onto any edge dot
  2. Push it onto the adjacent spot (shifting pieces in the line if occupied)
  3. If 4+ same-color pieces line up, capture them (mandatory)

Key Numbers: | Item | Count | |——|——-| | Board spots | 37 | | Edge dots | 24 | | Basic pieces per player | 18 | | Starting board pieces (Basic) | 3 per player | | Reserve pieces (Basic) | 12 per player | | Pieces needed for capture | 4 in a row |

Win Conditions: