The Goal of The Game
The goal of capture is to complete more squares than your opponent by connecting 4 points on a 6x6 grid. The square must be a 1x1 unit.
The Core Mechanic
The core mechanic is the drawing of a vertical or horizontal line between two adjacent squares, building on both your own and your opponent's previous lines.
Space
The game space is a six by six square grid of dots. The game is played by forming relationships between the dots.
Objects, Attributes, and States
The objects in the game consist of the lines placed by players, and the emergent structures and shapes formed by them during play. These include placed lines
Attributes that can be applied to these objects are somewhat limited, but a basic attribute that can be applied to line structures is what I've come to refer to as a "Horseshoe". This is a 3 sided box, formed through either player's action. It is "ripe for the taking", so to speak. After a horseshoe is formed, the next player is free to capture the square.
States in Capture include "Captured" squares, and the state of the space when it has become "locked". The board has reached a "locked" state when both players have moved optimally until no obvious advantageous move remains.
Actions
Operative actions-
Players may place a line, and in doing so, players may complete a square.
Resultant Actions-
Players may place lines strategically, forcing their opponent into disadvantageous moves, and dead end captures.
Players may also attempt to set up the "locked" board with spaces advantageous to their current move rotation. (i.e. who is acting and who is reacting, or offense vs. defense) in order to upset the apple cart, and gain an advantage through an opponent's mistake.
Rules
Operational rules-
The game must be played on a 6x6 grid.
Each player moves once per turn, unless the move captures a square, in which case they must move again.
There is no limit to the number of squares a player can capture per turn.
Squares must be 1x1, no diagonal lines may be drawn.
The player with the most completed squares when all possible lines are drawn wins the game.
Foundational Rules-
This game is abstract enough to forego the need for elaboration on the Operational rules.
Some could include:
Players should flip a coin to decide who goes first.
Players should write their initials inside their captured squares in order to keep track of captures.
After the initial coin flip, players should alternate the first mover of every game.
Behavioral Rules-
Players probably shouldn't erase lines.
Players should not shout "By Moradin's Beard! It's the vengeful spirit of Gary Gygax!", and alter the game board while their opponent is distracted.
All other Commonly accepted Sportsmanship rules apply.
Written Rules-
The operational rules will serve us quite adequately.
Laws-
N.A. Any theoretical tournament play would follow the core rules.
Official Rules-
See above.
House Rules-
For those adventurous souls, every time you gain a square, take a drink.
For chain reactions, drink while drawing with the other hand.
Alternatively (or in addition), for every chain reaction capturing 5 or more squares, take a shot.
Upon winning a game, stand on your chair and shout "Viva la France".
Skills
The game of capture focuses on the skills of critical thinking, strategy, and spatial awareness, observation, abstraction, comprehension, and execution. These would all qualify as
MENTAL SKILLS
I propose however, that if played at either with great enough speed, under extreme conditions, or with greatly enlarged materials, Capture could be made to strengthen a player's Physical Skills as well.*
*For those using the House Rules, the various skills being employed during a house game are so varied that it is difficult to say which category they fall within. Perhaps it depends on your view of drawing a straight line, liver function, and balancing on chairs as skills.