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Megas 2

Play is a uniquely adaptive act, not subordinate to some other adaptive act, but with a special function of its own in human experience.

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Megas 2 | megas2.blogspot.com Reviews
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Play is a uniquely adaptive act, not subordinate to some other adaptive act, but with a special function of its own in human experience.
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Megas 2 | megas2.blogspot.com Reviews

https://megas2.blogspot.com

Play is a uniquely adaptive act, not subordinate to some other adaptive act, but with a special function of its own in human experience.

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1

Megas 2: March 2010

http://megas2.blogspot.com/2010_03_01_archive.html

8220;Play is a uniquely adaptive act, not subordinate to some other adaptive act, but with a special function of its own in human experience.” Johan Huizinga. Saturday, March 20, 2010. A equipa açoreana regressa a casa após brilhante participação no CNJM6, em Santarém. 4/4. Links to this post. A equipa açoreana regressa a casa após brilhante participação no CNJM6, em Santarém. 3/4. Links to this post. A equipa açoreana regressa a casa após brilhante participação no CNJM6, em Santarém. 2/4.

2

Megas 2: Campeonato diferente

http://megas2.blogspot.com/2010/08/campeonato-diferente.html

8220;Play is a uniquely adaptive act, not subordinate to some other adaptive act, but with a special function of its own in human experience.” Johan Huizinga. Monday, August 2, 2010. August 5, 2010 at 4:25 AM. August 7, 2010 at 11:35 PM. August 10, 2010 at 4:45 PM. August 10, 2010 at 4:45 PM. 河水永遠是相同的,可是每一剎那又都是新的。 . August 13, 2010 at 12:16 AM. August 15, 2010 at 12:37 AM. August 17, 2010 at 5:25 AM. Many a little makes a mickle. . December 21, 2011 at 3:22 AM. Subscribe to: Post Comments (Atom).

3

Megas 2: Jogar e trabalhar... santíssima díade !

http://megas2.blogspot.com/2010/08/jogar-e-trabalhar-santissima-diade.html

8220;Play is a uniquely adaptive act, not subordinate to some other adaptive act, but with a special function of its own in human experience.” Johan Huizinga. Wednesday, August 25, 2010. Jogar e trabalhar. santíssima díade! Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Jane McGonigal says we can, and explains how. Instead of providing gamers with better and more immer...

4

Megas 2: May 2010

http://megas2.blogspot.com/2010_05_01_archive.html

8220;Play is a uniquely adaptive act, not subordinate to some other adaptive act, but with a special function of its own in human experience.” Johan Huizinga. Monday, May 3, 2010. Tarde animada no Taguspark. Ontem foi dia de festa no Taguspark. Links to this post. Subscribe to: Posts (Atom). Promote Your Page Too. Promote Your Page Too. British Toy and Hobby Association. Chess, Goddess and Everything. Jogos Matemáticos - CCEMS. Journal of Boardgame Design. Levingston's Board Game Blog. The Big Game Hunter.

5

Megas 2: Do ATITUDES

http://megas2.blogspot.com/2010/06/do-atitudes.html

8220;Play is a uniquely adaptive act, not subordinate to some other adaptive act, but with a special function of its own in human experience.” Johan Huizinga. Wednesday, June 30, 2010. Aqui vai a página 15 do ATITUDES, jornal da E. S. com 3º Ciclo do EB de Matias Aires (Ano 13, nº 60, 3º período 2009/2010). July 3, 2010 at 6:38 AM. 成熟,就是有能力適應生活中的模糊。 . July 7, 2010 at 3:52 PM. July 9, 2010 at 9:25 PM. 工作,是愛的具體化 努力吧! . July 11, 2010 at 9:33 PM. July 14, 2010 at 1:23 AM. July 16, 2010 at 5:33 PM. Calendário...

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sagme.blogspot.com sagme.blogspot.com

Trabsact Sagme Diaries: PROGRESSIVE QUAD LISBON

http://sagme.blogspot.com/2014/07/progressive-quad-lisbon.html

Inventing and talking about new or obscure abstract games. Jul 24, 2014. No two moves within a turn may be recursively kingwise connected. Winner is whoever connects three sides, or makes a closed loop,. Of recursively kingwise connected stones. 3 f2 f4 e7. 5 g1 g8 fh6 c8. 6 g3 acg5 dh8. 7 h1 bd2 c4 f5 ch7. 8 cegi2 b4 h5 f8 b9. 9 i1 ch3 a4 b6 a8 gi9. 10 c1 a2 f3 i3 i6 a7 c9. 11 d3 f1 f7 a6 a9 i4. 12 g6 e1 and wins (miai at d7 and i7). O x o x o x o . o. X o x o o x . . x. X o o . . . x . x.

sagme.blogspot.com sagme.blogspot.com

Trabsact Sagme Diaries: KAMELEN

http://sagme.blogspot.com/2015/08/kamelen.html

Inventing and talking about new or obscure abstract games. Aug 10, 2015. A post by Fred Horn. A board-game by FRED HORN © 1991. Goal of the GAME:. To conquer with one CAMEL the opponents green home-field or to capture the four opponents CAMELS, which are able to conquer the home-field. 1 board consisting of two parts, each with 11x5 fields and two additional parts,. One 11x1 fields and the other 11x2 fields. The ROCKS are blockade pieces and do not move. The other player then moves one of his animals aft...

sagme.blogspot.com sagme.blogspot.com

Trabsact Sagme Diaries: August 2015

http://sagme.blogspot.com/2015_08_01_archive.html

Inventing and talking about new or obscure abstract games. Aug 10, 2015. A post by Fred Horn. A Checkers-like board game by Fred Horn. 36 Disks ; 18 Black and 18 White. White starts, then Turns alternate. In his Turn a Player can either move or jump with 1 of his Disks (or “Sjek”s). Moving is always forward to one of the two adjacents crossings when these are empty. Jumping over an own. Disk is too always forward to an empty crossing (direct behind. The own Disk) in the direction of the jump. When neithe...

sagme.blogspot.com sagme.blogspot.com

Trabsact Sagme Diaries: SNYPE

http://sagme.blogspot.com/2015/02/snype.html

Inventing and talking about new or obscure abstract games. Feb 23, 2015. The goal is to form a group touching all three side colours. A turn is to move one stone then place one stone, either or both of which may be passed. Placement is to empty cells. Movement is in a straight line, over friendly or empty cells, to an empty cell, a length equal to the hex-city-block distance of the departure cell from the centre. 1 swapped i5 (#). 2 g7 - f2 -. 3 m5 - l6 -. 4 m5k3 h4 g5 f2c5. 5 g7e5 f4 l6j4 i3.

sagme.blogspot.com sagme.blogspot.com

Trabsact Sagme Diaries: Long Tau

http://sagme.blogspot.com/2013/07/long-tau.html

Inventing and talking about new or obscure abstract games. Jul 16, 2013. Long Tau is a 1943 game by M.J.G.Thomassen. Below you'll find the rules and some comments by Fred Horn. LONG TAU The Chinese DRAGON-game. 169; M.J.G.Thomassen Illustrator 29 May 1943. Introduction by Fred Horn. In the late Seventies of the last Century I was asked to make an inventory of all games stored in the Attick of the Jumbo-headquarters in Amsterdam. The prototype is now in the Amsterdamsch Historisch Museum. Within Chinese t...

sagme.blogspot.com sagme.blogspot.com

Trabsact Sagme Diaries: STRAAT

http://sagme.blogspot.com/2015/08/straat.html

Inventing and talking about new or obscure abstract games. Aug 3, 2015. A post by Fred Horn. A one-time-game-idea by Fred Schuurhof. More about Fred Schuurhof (in Dutch): www.home.kpn.nl/schu3988/mobiel.html. Thinking I would like it he already had put my name on the list to be invited. Not long thereafter I did receive a postcard in which the Exhibition was announced:. It was held in the Gallery BINNEN –Eglantiersgracht 31- and it turned out to be an Exhibition of only 4 Games. But in the late 90th of t...

sagme.blogspot.com sagme.blogspot.com

Trabsact Sagme Diaries: 12* GIVEAWAY CHESS

http://sagme.blogspot.com/2014/05/12-giveaway-chess.html

Inventing and talking about new or obscure abstract games. May 8, 2014. Same as classic Giveaway Chess except:. Each player moves twice except in the first move. Any non-capturing turn must leave at least one piece closer to some enemy piece. Inability to move is deemed equivalent to having no pieces. 1 e3 b5 h5. 2 Q:h5 B:b5 R:h6 R:h2. 3 R:h2 B:d7 (F) B:d7 Bh3. 4 R:h3 d3 Q:d3:e3. 5 B:e3 B:h7 R:h7 R:h2 (F). 6 R:h2 Rh6 N:a6 Nb8. 7 Rh6 Nc3 N:h6 Ng8. 8 Kd2 Ne2 f6 f5. 9 N:f4 Ne2 Nc6 Nd4. 10 N:d4 Ne2 Kd8 Kd7.

sagme.blogspot.com sagme.blogspot.com

Trabsact Sagme Diaries: Three Games with the material of the game COM:POSITIE

http://sagme.blogspot.com/2013/09/three-games-with-material-of-game.html

Inventing and talking about new or obscure abstract games. Sep 16, 2013. Three Games with the material of the game COM:POSITIE. In june 2013 Mr. Han Heidema, a friend but also the ‘editor in chief’ of the Dutch game-magazine SPEL! Called me and asked if I had ever heard of the game COM:POSITIE. He had found one at a church-fair, but without Rules and only a Box with board and gamepieces. He thought it was some abstract game and that is why he called me. A NIM-game for 2 or 3 Players. In total 9 selections.

sagme.blogspot.com sagme.blogspot.com

Trabsact Sagme Diaries: July 2014

http://sagme.blogspot.com/2014_07_01_archive.html

Inventing and talking about new or obscure abstract games. Jul 24, 2014. No two moves within a turn may be recursively kingwise connected. Winner is whoever connects three sides, or makes a closed loop,. Of recursively kingwise connected stones. 3 f2 f4 e7. 5 g1 g8 fh6 c8. 6 g3 acg5 dh8. 7 h1 bd2 c4 f5 ch7. 8 cegi2 b4 h5 f8 b9. 9 i1 ch3 a4 b6 a8 gi9. 10 c1 a2 f3 i3 i6 a7 c9. 11 d3 f1 f7 a6 a9 i4. 12 g6 e1 and wins (miai at d7 and i7). O x o x o x o . o. X o x o o x . . x. X o o . . . x . x.

sagme.blogspot.com sagme.blogspot.com

Trabsact Sagme Diaries: FEEDBACK MORRO

http://sagme.blogspot.com/2015/06/feedback-morro.html

Inventing and talking about new or obscure abstract games. Jun 5, 2015. A line is =2 friendly stones in any ortho-diagonal direction. After the 1st full turn, a player may enter 3 stones (rather than 2). If his opponent has a longer line than all his own, (recursively). The winner is who finishes with the (recursively) longest such line. X x X x x x o . . 1. O x x . x o o 3. X x o x o . o x 8. 1 e5 d4 f4. 2 e3 e7 e6 h6. 3 b4 g5 h4 d8. 4 i5 e1 f2 f8. 5 g3 g7 i2 h8. 6 c8 i8 g2 d5. 7 e2 e4 d6 h3 h5 h7.

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8220;Play is a uniquely adaptive act, not subordinate to some other adaptive act, but with a special function of its own in human experience.” Johan Huizinga. Friday, April 15, 2011. Links to this post. Thursday, February 3, 2011. Links to this post. Wednesday, August 25, 2010. Jogar e trabalhar. santíssima díade! Games like World of Warcraft give players the means to save worlds, and incentive to learn the habits of heroes. What if we could harness this gamer power to solve real-world problems? Instead ...

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