  In this note we discuss a theory of combinatorial games that involve
transmitting the moves through a noisy channel that can introduce errors during
the transmission. Players are aware of this interference and incorporate this
variable into the game: the valid move is the received one, regardless of
whether it is the other player's sent move (as long as it is a valid move in
the original game; otherwise, a retransmission is requested). Players know the
probability of introducing an error through communication and can play a
non-optimal (but valid) move that maximizes their chances of winning. We
present some examples and provide the basic definitions and results of this
type of games.
