A table of the hall
The tables
The mill table stands in the middle of the hall in three sizes. Around it are five more games that reward the same habits: counting moves, making threats that come in pairs and never giving away a free tempo.
The mill table
Nine men's morris
Three squares, twenty-four points, nine men each. Place, then slide along lines. Three in a line is a mill and removes an enemy man, never one from a mill unless all are. Two men left or no move loses. Three men may fly.
Six men's morris
Two squares, sixteen points, six men each. Mills only along the sides of the squares. Flying is off by default.
Twelve men's morris
The nine men's board plus four diagonals, twelve men each. Twenty mills. A full board after placement is a draw.
Along the walls
Draughts
8 × 8, twelve men each on dark squares. Men step diagonally forward, captures are compulsory and chains must be completed. Kings step one square in any diagonal direction. English: Dark first, any capture. Italian: Light first, the largest capture, men cannot take kings.
Reversi
8 × 8, four discs in the centre. Each disc must enclose a straight line of enemy discs, which flip. No move means pass; when nobody can move, more discs wins.
Four in a row
7 columns × 6 rows. Discs fall to the lowest free space. Four in a line in any direction wins; a full grid is a draw.
Five in a row
15 × 15 intersections, one stone per turn. Five in a line wins; with the exact rule six or more does not.
Dots and boxes
Draw one line between neighbouring dots. Completing a box claims it and you draw again. More boxes wins.