The New Zealand game of mū tōrere is illustrated above with a beautiful handmade wooden board. The game seems to have been developed by the Māori people in response to the European game of draughts (checkers). Play is quite different from draughts, however. The game starts as shown above, with Black to move first. Legal moves involve moving a piece to an adjacent empty space:
- along the periphery (kewai), or
- from the centre (pūtahi) to the periphery, or
- from the periphery to the centre, provided the moved piece is adjacent to an opponent’s piece.
Game play continues forever until a draw is called (by mutual consent) or a player loses by being unable to move. Neither player can force a win, in general, so a loss is always the result of a mistake. For each player there is one “big trap” and four “small traps.” This is the “big trap” (Black wins in 5 moves):
The board on the left is the “big trap” for White – Black can force a win by moving as shown, which leaves only one move for White.
Here is one of the four “small traps” for White. The obvious move by Black results in White losing (but avoiding this does not require looking quite so far ahead as with the “big trap”):
Here (click to zoom) is the complete network of 86 game states for mū tōrere (40 board positions which can occur in both a “Black to move” and a “White to move” form, plus 6 other “lost” board positions). Light-coloured circles indicate White to move, and dark-coloured circles Black to move, with the start position in blue at the top right. Red and pink circles are a guaranteed win for Black, while green circles are a guaranteed win for White. Arrows indicate moves, with coloured arrows being forced moves. The diagram (produced in R) does not fully indicate the symmetry of the network. Many of the cycles are clearly visible, however: