Virus War

Two colonies grow across the squares towards each other: three actions a turn, each either placing your own mark or killing the enemy's.

Each player runs a colony: one in crosses, the other in noughts. A turn is three in succession, each of them a choice: put your own mark into a free cell, or declare an enemy mark killed.

A colony grows only from itself: a cell is when it touches — by a side or a corner — a living mark of yours. But there is a second road, and it makes the game what it is: a colony passes straight through enemy marks. Kill an enemy cell, and everything behind it becomes available.

Hence the way it is played. Three actions let you cut a corridor through an enemy line in one turn and come out behind it — while through your own killed marks nothing passes, so your colony stays vulnerable exactly where it has already been struck.

Players2
ObjectiveLeave the opponent with no move by destroying their colony.

Rules of Virus War

Other rule sets: 1

The field

A grid of ten by ten cells. One player plays crosses, the other noughts.

The first marks go in opposite corners: the colonies start as far apart as possible.

A turn

A turn is three actions in succession. Each action is one of two things:

  • growth — put your mark into a free available cell;
  • a kill — declare an enemy mark in an available cell killed.

Killed crosses are ringed, killed noughts filled in.

Availability

A cell is available if it touches a living mark of yours horizontally, vertically or diagonally.

Availability also passes through killed enemy marks: a chain of them carries the colony onward as though they were its own cells.

Through your own killed marks availability does not pass.

What is not allowed

Placing a mark in an occupied cell. Killing what is already killed. Killing your own marks.

Making one or two actions instead of three — except where three legal actions do not exist on the field at all.

A whole turn may be given up.

End of the game

The game ends when one player has no legal action left: their colony has been destroyed or shut in. The opponent wins.

If both consider the position hopeless and both give up their turn, the game is drawn.

Notation

A turn is written as three coordinates in a row separated by dashes, one per action.

Worth knowing

Fields smaller than ten by ten are played, and the game is then shorter and harsher. Three actions to a turn is nearly universal but not the only count, and it should be agreed before the start. Where the colonies begin is set variously: opposite corners, or agreed cells.

Glossary of terms
A killed mark
An enemy mark struck out. It no longer grows its own colony but carries the other one through itself.
An action
One step within a turn. There are three to a turn, and each is either a growth or a kill.
An available cell
A cell touching — corners included — a living mark of your own, or reachable through a chain of killed enemy marks.