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Go, shogi, xiangqi, puzzle notation and score-keeping systems. Each member leads with the problem its notation was built to solve, because that is what makes an unfamiliar system readable: shogi must record a captured piece re-entering play, Go names intersections rather than squares, xiangqi numbers files from each player's own side, and a bowling frame cannot be scored until later frames are bowled. The one property they share is that none of them can be read by analogy with chess.
A colour and a coordinate naming where a stone is placed.
Numbered stones showing the order of a sequence.
Nine marked intersections used for handicap stones.
A piece, a destination and a mark for dropping or promoting.
A piece, a file and a direction relative to the player.
Exclamation and question marks judging a move's quality.
Plus, minus and crossed shapes rating who stands better.
A single line of text encoding a whole chess position.
A text format recording a whole game with its tags.
Numbers beside a grid counting runs of filled cells.
Numbered squares keying clues to their starting cells.
A record of points, doubles and gammons in a match.
Numbered squares recording moves on the playing diagonal.
Four quadrants showing each player's cards by suit.
A count, a d, a die size and a modifier.
A small numeral on a letter tile giving its score.
Games, sets and tie-break figures in a fixed order.
Slashes and crosses recording spares and strikes.
A sliding scoreboard showing points and the break.
A crosstable of results by round and opponent.
A small flag that falls when time runs out.
Small marks showing captured stones and counted territory.
A wedge-shaped tile pointing at the opponent.
Named hand patterns with point or fan values.