Games like Chess or Draughts fall under a category of games collectively termed abstract strategy games (aka ASG). These are games which exist within an established gaming framework that has withstood the test of time and which adopts extremely terse rule sets. The beauty of these gaming constructs is not in their self-evident simplicity but rather in the myriad permutations to which each move is subject to. Taking Draughts for example, each piece can only move in very finite and simple ways. At the start of a game, each piece can move diagonally, either to the left or to the right, one space at a time. Alternatively a piece may capture another by jumping over it along the same, permissible, diagonal paths. Now fast forward to, say, half a dozen moves and suddenly the number of possible moves increases, as do the implications of each move executed. This complexity or increase in the number of possible permutations, is what makes these games highly replayable and timeless. Just to put you in the picture it was calculated that Draughts has ten to the power of twenty different possible board positions.
When it comes to game mechanisms, most of these games appear to follow the principle game concept of capturing the opponent’s pieces and you would not be faulted to think that this was the only game mechanism out there. In truth there are several variations when it comes to ASGs.
Area Control is another game mechanism that has been explored in classic ASGs. When this principle is followed, it is more about claiming territory and inhibiting the movement of your opponent. In the classic game Othello or Reversi, players take turns trying to enclose lines of the opponent’s pieces between two of their own. When this is done, anything in between becomes spaces claimed by the active player. At the end of a match the player with most of their own pieces on the board is the winner. To achieve this effect players use special two-sided checkers with one side being dark and the other light. Yet while at face value you could still say that you are capturing pieces, in truth it is more an encroaching tactic since pieces are never truly removed from the board but only added. An even more ancient game called Go, hailing originally from China, uses a similar encroaching tactic until there is no more spaces to claim. Admittedly Go is infinitely more complex to both play and master, but the basic principle behind both is similar. Go has a strong and passionate crowd of followers the world over and is considered by many to be superior to Chess. If this can be used as an indicator of the game complexity, the first AI win against a Chess grand master took place in 1997 when IBM's Deep Blue beat the world chess champion after six games with two wins, three draws and one win for the chess champion. Eventually AIs caught up with Go but that win had to wait nineteen years until 2016 when Google's DeepMind defeated the raining Go champion 4 wins to 1. You can have a look at a very entertaining video of Go over here.
Seeding games adopt a pool of common pieces, moving them along a common path leading to special designated areas where they can then be claimed and removed from play. Mancala is one such game. Tactics here involve moving pieces in such a way as to increase the chances of claiming them, removing them from play, while at the same time making it difficult for your opponent to do the same. Interestingly, games like Five Tribes adopt this mechanism as part of their ruleset, proving that the tactic can still be employed effectively in modern board games.
Other classic ASGs like Hnefatafl, also known as The Viking Chess Game, adopt an asymmetric approach where one side is trying, in this instance, to help a King escape while the other will do its utmost to stop him from doing so. Have a look at this gorgeous digital adaptation from Rain Games, available on Steam. Then if you would like a decent presentation on the history of asymmetric board games including Hnefatafl, have a look at this excellent video.
Yet ASG’s are not something you can compartmentalise as being something from the past. There are many game designers out there coming up with some brilliant ASG’s. Just consider Hive for instance. This is an ASG that does away with a board focusing instead on hexagonal tiles with a “capture the queen” objective. Some may argue that there is a theme, insects but the same can be said for Chess in that case.
Another intriguing modern ASG is Tzaar. This game, designed by Kris Burm, is part of a series of ASGs known collectively as the GIPF project

Personally, when I think of ASGs I think of them as game mechanisms laid bare, stripped of all that would otherwise obfuscate their simple, elegant geniality. Here you have all the elements of a game, all the strategic depth in one beautiful package. This is why many have survived the test of time or have been transformed or are still being transformed one generation after another. Most people will forget the number one board game of 20XX but tell them to sit down and show an ASG like Chess or Draughts and you will most likely find that they know the game.
That is all I have for you today. Now I will take my leave, I’ve just loaded Viking Chess and I think I will take it for a spin.