Rules of Pogo.
Players control stacks of discs by owning the topmost one, and move them by the number of discs that are part of them, can split them (moving only the topmost n stack of n discs), and the pile that is chosen to be moved cannot be higher than 3 pieces. Movement can be made in horizontal / vertical directions and can change during the movement if the pile is made of 2 or 3 pieces.
This is a very small variation of Focus and of other games in which pieces move of a variable distance, depending on the current position. The game is really deep, although so small. Unfortunately it really looks that the defensive strategy is the winning one.
What is really interesting is that columns don't depend only on their height and topmost piece. Towers can be split (must be split if you want to move a pile taller than 3) but splitting can signify free some opponent's piece. So, if your movement is used to defend or eat another tower, you'll give air to the opponent on another side. If the tower is made by alternate colours, that is the most frequent case, this means that you'll be able to move only by an even number of squares, and, as everyone knows, you cannot reach odd distances by moving any by an even number of steps. This gives a real twist to the symmetry, pushing you to interrupt the alternation of the towers colours. The second player can try to keep the symmetry alive, this will mean a draw or a win, while the first player should attack and try to break this kind of symmetry.
Well this is just a first note. This game has a lot of other interesting intuitions but maybe is a little too small to allow you to fully develop them.
Remains a good and quick game, anyway.
And those onions are very beautiful.