And so it was --- Poly-Y, the game Y had always wanted to be, was born. With the same tactics as Y, Poly-Y was deeper strategically, had another strategic layer.
A board consisting entirely of hexagons has 6 corners. Changing one of the hexagons to a 7-sided region increases the number of corners to 7. For each 7-sided region one more corner is added. So the 9-sided board has three 7-sided regions. If the 7-sided regions were put on the outer edge of the board, then the board would have 262 cells. If they were moved halfway into the center then the board would have 208 cells. If they were moved all the way to the center of the board (where they become a single 9-sided region), the board would have 190 cells.
In order to make the edges as long as possible for a given size board (to make "edge capture" more difficult) the 7-sided regions should be moved toward the center. But 7-sided regions are more powerful than 6-sided regions (Luck is a many sided region), and at the center of the board they have too dominating an influence. Craige chose the 208 cell board with the 7-sided regions halfway to the center as the standard Poly-Y board.
Red has captured 5 corners and Blue has captured 4 corners.The game is over and Red has won. But both players have two groups which are not connected. They could continue to play, trying to connect their two groups. Essentially they would be playing Hex on a little 7X7 Hex board in the middle of the Poly-Y board. It seems as if the game should not be over until there are no more unconnected groups, like the Red and Blue groups here, that can still be connected." "We could give a bonus for connecting groups together. The smallest bonus we could give is one point. But if Blue is the one who connects, then they would each have 5 points and it would be a tie. Furthermore the sum of their scores would no longer be 9 points. Aha! If whenever we add points to one player's score for connecting groups, we subtract the same number of points from the other player's score, then the sum of their scores would always be 9 points. The one with 5 or more points is the winner, there is never a tie."
"We could call any group which captures at least one corner a "star". At the end of the game if one player has been more effective at connecting their stars together and thus has fewer stars than the other player, we could give that player a bonus equal to the difference in the number of stars (subtracting the same number of points from the player with more stars of course). We could call the game Star."
And so it was --- Star, the game Poly-Y had always wanted to be ... But wait! That would be too simple. Boring. Our story needs a few twists and turns. What really happened was this: Craige discovered an elegant generalization of the "Y theorem" (when a board with 3 edges is entirely filled in with two colors, there will always be a connected group in one and only one of the two colors touching all three edges). What Craige discovered was that if you call any group which touches at least 3 edges a "star", and give that star two less points than the number of edges it touches, then the sum of the points for all of the stars is two less than the number of edges on the board.
And so it was --- Star, the game Poly-Y had always wanted to be, was born after all. A group which touches at least 3 edges even if it does not capture any corners is a star which is worth two points less than the number of edges it touches. The player with the most points wins. If the board has an odd number of edges, then there will never be a tie. The mathematical result underlying Star was so beautiful that Craige was not tempted to look into the less elegant version in which points are transferred from one player to the coplayer when the coplayer succeeds in connecting stars together --- an inelegant phoenix waiting to rise from the ashes. Much later it was found that the two versions are really the same game (see clarity ) --- and it was the the "inelegant" version that opened the door to *Star.
Initially Star was played on the standard Poly-Y board. Even though Star was Poly-Y's daughter, the rules were so different that it was not clear just how closely related they were. Yet everyone agreed that Star was beautiful. Even more beautiful than her father.
The concern about "edge capture" fades away for Star. Even if you focus on the edges and capture some edges, you still have to connect them across the center of the board. So the ideal board for Poly-Y is not the ideal board for Star. For Star the edges can be much shorter. Once again Craige started considering boards with more and more edges. He got so obsessed that he came up with "crazy" boards that had a corner between two edges on every cell on the perimeter of the board (a few cells even had two corners). Craige vacillated. Sometimes it seemed as if "crazy" boards were the wave of the future. But sometimes he got nostalgic, thinking that something lush and rich was being lost. There was a great deal of back and forth between Craige and Wayne about just how short the edges should be. Finally Wayne, whom Craige admired greatly, convinced Craige to go with the new boards which were far more regular than the boards with fewer edges, and had more points to contest. When Wayne published a version of Star in Games magazine, the die was cast. But even so, Craige had
The Star board which most Star afficianodos have used is the one that appeared in the September 1983 issue of Games magazine. It is a rather small board with only 75 cells and 33 "edges". Drawn in the fashion of the Poly-Y boards it would have 33 cusps on the outer boundary representing the 33 corners with 33 arcs between them --- the 33 edges, as in the board on the left. As actually presented in Games the 33 edges were represented by partial hexagons in a darker color around the outer boundary. In Star with the "elegant" rules the sum of the scores of the two players is in general two less than the number of edges --- 31 in this case. One of Craige's "lingering doubts" concerned the fact that a single play in any of the 6 corner cells made a star touching 3 edges and thus worth one point, accounting for 6 0f the 31 points. Craige had found that it seemed to add to the depth of the game when all of the cells have nearly equal value at the start of the game. It seems reasonable that the corner cells should have some compensation for having less access to the center than the other boundary cells, but had Craige and Wayne gone too far? Sometimes Craige thought that the third edge in these 6 corner cells should be eliminated. (It is interesting that Mark Waldow has written saying "My college friends and I used to play Star quite often before they moved away and we found we liked it better without the third dark edge sections touching the six corner cells ..."). At one point Craige even thought that the correct approach was to make a play in the corner cells worth one third of a point. Surprisingly this works very well, but it makes keeping track of the score too complicated (however this idea has been resurrected now in a new guise).
Another lingering doubt concerned the "trivial invasion".
Here Red has surrounded a territory of 3 unoccupied cells on the boundary of the board. But Blue can "trivially" invade by occupying the middle cell and then following up by occupying either of the other two cells. It is so easy to invade territories that the focus is shifted strongly to play along the edge of the board. Star seemed better than Poly-Y on any board, and the "crazy" boards (with a corner at every cell on the boundary) seemed optimal for Star ... yet Craige was uncomfortable with what he saw as the lack of balance between edge and center.
Ea mends the fatal flaw in "whoops!", requires that a star not only enclose a "corner" but not be itself enclosed --- and introduces a board that looks
like a star. In order to avoid the scalloped lace doily look of a board with 50 "corners" he introduces the idea that each cell on the perimeter of the board, instead of having a "corner", contains a "peri" which a star "has" if it encloses the peri without being itself enclosed ( a "peri" is a supernatural being from Persian (Babylonian?) mythology which is formed of fire --- what a "star" might be composed of). Ea reduces the compensation given to the cells at the 5 points of the star board. Instead of containing two peries they contain one peri and a "quark", (a peri is composed of 3 quarks) --- the player who gets 3 or more of the 5 quarks has one more peri. A player scores one point for each peri they possess. But, so that the players will try to connect their stars, for each star a player has he must give the other player two of the points which that star has.
It became clear that Poly-Y, Star and *Star were members of a series, the only difference being the number of points transferred from one player to the other for each star --- zero in Poly-Y, one in Star and two in *Star. Looking at the situation carefully Ea came to a better understanding. He could see that the rules for *Star could be cast in a form very similar to the rules that were given for Star in the Games article.
And so *Star, the game that Star had always wanted to be, was born.
Now it is time for the next stage in the history of *Star to begin --- the one where you get involved, the one where you learn the rules for *Star and start to play online. And it is time for me to go to the back shore to bathe in the ocean. For Ea is the water god, and in Hawaii the name 'Ea'ea means sea spray.