Enter Your Reply The Comment You're Replying To Ben Reiniger wrote on Thu, Oct 21, 2010 03:56 PM UTC:One way to very concretely describe piece movement on a given board is to use a (combinatorial) graph: each vertex is a location available, and there are several types of edges between these vertices. Each piece is allowed to move from vertex to vertex, provided that there is an edge of the appropriate type between them. This is good for simple pieces, but becomes a little complicated even if we just want to allow sliders. So the question is how do our traditional notions of 'topological' boards translate into actual game mechanics, i.e. graph play. The octagon-square tiling that Joe has presented brings up some interesting questions. That type of tiling allows us to choose different sizes for the sides of the octagon, so we can make the squares larger or smaller. It seems most natural to have all edges the same length, but do different side length promote (in our mind, looking at the board) different movements? Edit Form You may not post a new comment, because ItemID Corners, borders does not match any item.