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Gonnect box art

Gonnect

Players

2

Time

?-?

Age

10+

Weight

3.5

Rating

6.96

Fit

Teach 2.3

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.5

Deep strategy

Control 3.2

Luck-sensitive

Table feel

Gonnect has a high level of direct confrontation and strategic depth in confrontation. Players frequently need to pay attention to and react to each other's strategies and turns. However, there is not much emphasis on cooperation in the game.

Replay value

Gonnect has a high variability gameboard, offering different experiences each time it is played. The presence of expansions adds new content and gameplay elements, enhancing replay value. The game provides deep strategic possibilities and room for players to improve their strategy over time. The player interaction score is moderate. It scales well with different numbers of players without compromising its appeal or balance. The game is moderately easy to learn, striking a balance between accessibility and depth. Overall, Gonnect has a strong replayability score of 8.02.

Luck profile

Gonnect has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. Players have substantial ability to mitigate randomness through strategic decisions and planning. The game outcome is primarily determined by player strategy and decisions, with luck playing a minor role.

Overview

From Wikipedia: Gonnect is a strategy board game for two players invented by João Pedro Neto in 2000. The game is played with standard go equipment (though 13x13 boards are often preferred to 19x19) and all the rules of Go apply, except that players can't pass and the pie rule is used to determine who goes first. The goal of the game is to construct a group that connects any two opposite sides. A player can also win if his opponent has no legal moves (since suicides and passes are illegal). Games between skilled players will end up temporarily deadlocked, since the square Go board allows a "four corners" configuration where neither side can strongly connect. However, since players can't pass, they eventually must start filling in the internal liberties of their groups. The player who has made the smallest amount of territory will presumably get killed first, so building more territory than your opponent is a secondary (but extremely common) means of forcing a connection and the win. So, a gonnect game between similarly skilled opponents unfolds in two stages: The board-filling stage where opponents race to connect sides until the position is deadlocked. The eye-filling stage where opponents must fill in their own eye space or destroy their opponents. Although it shares many of the same tactics as go, some players feel that gonnect has a more interesting opening and endgame than Go. Most Go players, however, feel that the eye-filling stage of Gonnect is tedious, and that the game lacks the simple elegance of Go.

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Credits

Designers

1
João Pedro Neto

Artists

1
Néstor Romeral Andrés

Publishers

2
(Public Domain) nestorgames

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