This is NOT objective because no new Pin game gets published unless I feel it has value, and I also am involved in editing the inventors' rules.
Please note that there are partial rules on the OTB website. However, a major portion that describes the movement of the pieces with text and diagrams is currently missing, so it is hard to get a feel for the game from them.
The gist of the game Sashay is to secretly assign one of your minor pieces the duty of crossing the board as a "Spy"; and then win by accomplishing this goal or, alternatively, by permanently preventing your opponent from success by surrounding and capturing his spy.
The minor pieces move like chess rooks, but do not capture in the way chess pieces do. The initial setup is hidden and varied which should reduce the tendency toward standard openings.
Sashay can be a serious strategy with little luck and actually little hidden information of importance. However the hidden information aspect plays a greater role for beginners, and helps to draw them into learning the deeper game and its strategies. -- It gives the feeling that if the opponent just makes a single unwitting error, one can immediately win. (The right open column is all that it takes.) Indeed, one may play to deceive the opponent as to which piece is the spy and to encourage the wrong move when he is deciding an unavoidable or calculated risk. However the real game, in principle, is to be very careful defensively against all pieces and to eliminate the opponent's pieces with discipline, systematically.
This approach may fall apart as your resources become thinner, so you may occasionally be forced to guess which of your opponent's pieces to leave unguarded.
Note that it is occasionally possible to beat a superior player by risking the game on a hunch over which piece is his spy.
Sashay would become too slow and defensive, were it not for the two very powerful "Master" pieces that each player has. These are used to destroy defensive piece formations and to set up offensive piece capturing situations, and even to shift spies from closed columns to open ones (or vice versa.) Learning how to play them and how to restrict their movement is an important phase in mastering the game. They have a choice of three types of moves: they can move an unlimited number of diagonal steps to open spaces including unlimited direction changes, or, they can move a single step to any of the adjacent oppositely colored spaces, or, they may trade places with a dancer on any of the eight neighboring spaces. It is this last power that allows them to break defenses so effectively.
Like any abstract strategy game, you could find a way to make this your self, say with an old stratego set. But the board has a nice feel and distinctive character, and the minor pieces have been made so that a token may be placed in any one of them, thus avoiding the possibility that your opponent could memorize which piece is the spy.
In comparison to most the other Pin games, this one potentially takes longer and is more intense like chess. But it is still much more approachable than chess to learn and to play as a beginner. So far, my experience is that it is also more decisive than chess. I believe you will get a lot of play from it before anyone breaks it. There is a lot more scope for complexity than on the small Quadtria board. Sashay also has the ratchet mechanism of capture, and a well worded procedure for ending repetitive move situations. But if you do break it, please let me know.
Compared to other Pin games you mention: Poison pot is an entirely different animal, being a game of chance, in which a good player can consistently bend the odds in his favor, but not totally control the outcome. Poison pot is good for gamers to play with non-gamers as it is light, fun, duration (move count) limited, and not too threatening (One can believe one loses because of bad luck), and the outcome will not necessarily be 100% one sided.
Of the other PIN games, I think Sashay feels closest to Turmoil (by the same author), which is for experienced players the only other Pin game that lasts this long and develops such a(n in)tense feeling of building up toward a win strategically, rather than winning by being alert and clever tactically. However for beginners, Sashay is likely to feel tactical, be fairly fast, always decisive and frequntly end suddenly.
Re:About Sashay - reponse to a query (edited)
dale walton (#69335),
do you know how the minor pieces capture?