Background: This game is based on the original Blue and Gray by Busch & Jaeger, implemented by Roger Cooper in December 2000, but goes beyond the original game to address some of the gameplay problems that occured in the original game, plus include other variants to speed things up. The original game is described in Sid Sackson's book, a Gamut of Games. It states that the game was designed by Henry Busch & Arthur Jaeger. No further details are given. I have also seen the same game under the name of Cats & Dogs and Wild West. Object: The object of the game is achieved by moving the Captain to the red dot, by moving it along the black line that runs throughout the board. Each player's Captain follows a different path to reach the red dot. This red dot space may only be occupied with a captain piece. No other piece may move onto it. In some variants, you can also win the game, if you move your captain 3 spaces further along the track than your opponent. This variant is active whenever a regular Captain is used, as opposed to the Turbo Captain. Order of play: Players alternate turns moving one of their pieces. Pieces move as described in the next section. Capturing is manditory, and is done by jumping vertically and/or horizontally. Multiple jumps are possible. Pieces (names and how they move):
- Captain (a circle with a + on it): This is the main piece of the player. It may not capture or be captured. It moves along the heavy black line one space towards the red dot in the middle of the board. The captain can't be capture or captured. If the next space is occupied by a piece, the captain can't move.
- Turbo Captain (a circle with a star on it): This is similar to a regular captain but has extra mobility. This piece moves along the black line until it it can't move due to a piece blocking a space or it reaches the red spot (and wins the game).
- Private (plain circle): This piece is similar to a non-king Turkish checker. It may move one space left or right or one space forward, but not along the path the captain piece moves on. When a Private reaches the back row of the opponent, it is promoted (just like in regular checkers). The Private piece is promoted to a Sargeant.
- Sargeant (a circle with a dot on it): This piece move 1 position in any direction along any line including heavy line. They can't enter the red dot. Guards capture by jumping like in checkers. Multiple jumps are allowed. Capturing is mandatory.
Description of variants: In this game, there are multiple variants of different types:
- Turbo Captain variants: This variant starts the players with a turbo captian, rather than a regular captain piece.
- Super variants: This variant starts the players with Private pieces rather than sargeant pieces.
- Classic variants: This variant starts the players with Sargeant pieces rather than private pieces.
- 3 space difference = win variants: This variant is only used in games where a regular Captain piece is used. If a player advances their Captain piece 3 spaces further along to the red spot in the center of the board, that player wins. This rule was originally in Roger Cooper's design and was kept to assist the play of the AI in the game. This rule was excluded from the Turbo Captain variants due to game balancing issues.
- Light variants: The players play with half the normal pieces. This makes for a shorter game.
- POW variants: This variant starts the players with their captain trapped behind enemy lines. The objective is the same as in regulard Blue and Gray, but the game plays out differently.
Designer Notes: I had seen Blue and Gray in Sid Sackson's book and it piqued my interest. When I had seen it, I had thought mixing checkers in with it would be a nature. I played it a few times and it worked. When I adapted my version of the game to Zillions, the idea of the Turbo Captain came about. With this came the POW variant idea. I also threw in a light variant, to make for a quicker game. |