HIXT and 2-TWIXT
Here are two versions of Twixt, the well-known 1962 connection game by Alex Randolph.
HIXT
Rules
- On his turn a player drop a friendly stones in an empty cell, and connects it, via a bridge, with any friendly stone (at diamond's distance)
- Stones connect via adjacency or using a bridge
- PIE rule for the second player's first move
- The player connecting two opposite edges or making a Y connecting three non-adjacent edges, wins the game
A sample match:XXX === OOO
j13 o8
h7 i10
l9 o10
l11 l7
k8 o12
j5 i6
g6 f7
d7 l5
m4 s4
q4 p3
p5 s6
p15 o14
m14 r15
c10 i12
g12 b9
c8 f9
d11 m2
g2 i4
j3 j1
h1
1-0
Final position:
|a b c d e f g h i j k l m n o p q r s t u v w x y z A B C
| x o__ . . . . . . 1
| \__
| x__ . . o__ . . . . . 2
| \__ \__
| . . x__ . . o__ . . . . 3
| \__ \__
| . . o . __x__ . x o . . . 4
| __/ \__ |
| . . . __x __o . x . | . . . . 5
| __/ __/ |
| . . __x __o__ . . . . o . . . . 6
| __/ __/ \__
| . x o x__ . o__ . . . . . . . . 7
| | \__ \__
|. x . | . . x . o . . . . . . . 8
| | | |
| o | . o__ . . x . | . . . . . . . 9
| | \__ | |
| x . . o . | . o . . . . . . 10
| | | |
| x__ . . | . x . | . . . . . . 11
| \__ | |
| . x__ o . . o . . . . . 12
| \__ |
| . . x__ . . | . . . . . 13
| \__ |
| . . . x__ o__ . . . . 14
| \__ \__
| . . . . x o . . 15
|a b c d e f g h i j k l m n o p q r s t u v w x y z A B C
Hixt is a hex variant of Twixt with some different connenction criteria. The board should be large enough so that the drama of a single bad move could not determine the match outcome. Probably, a hex board with edges of size ten should already provide a nice battle.
§
2-TWIXT
This one is played on a square board, similarly to Twixt.
Rules
- Rules as for Twixt, except that after the first move...
- A move consists of the following sequence
- (i) optionally removing any number of own knight-connections
- (ii) placing either one stone or a knight-connected pair
- (iii) making any number of own knight-connections
- Parts (ii) & (iii) together may be replaced by joining a simple diagonal of a square cross-cut
A sample game:
BilX JoaO
-----------------
1. k11 j3=l4
2. f4=g6 i10=j8
3. p4=o6 n10=l9=
4. s9=t11 p13=s14
5. d12=e14 e8=g9=
6. e7=d9= b11=d10=
7. q11=o12 l15=n16
8. p14=q16= =p17=r16=
9. m13=k14= i12=j14=
10 resign 0-1
a b c d e f g h i j K l m n o p q r s t u
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. . . . . . . . . . . . . . . . . . . 1
. . . . . . . . . . . . . . . . . . . . . o 2
o
. . . . . . . . . O_ . . . . . . . . . . . o 3
\___ o
. . . . . X . . . . . O . . . X . . . . . o 4
\ / o
. . . . . . ). . . . . . . . . ). . . . . . o 5
\ / o
. . . . . . X . . . . . . . X . . . . . . o 6
____/ o
. . . . X . . . . . . . . . . . . . . . . o 7
/ o
. . . .( O_ . . . . O_ . . . . . . . . . . . o 8
// \___ / \___ o
. . . X ). . O_ . .( . . O_ . . . . . . X . . o 9
/ \___ / \___ \ o
. . . _O . . . . O . . . . O . . . . .( . . o 10
___/ \ o
. O . . . . . . . . X . . . . . X . . X . o 11-
___/ o
. . . X . . . . O . . . . . X . . . . . . o 12
\ \ ___/ \ o
. . . . ). . . . .( . . . X . . ). O_ . . . . o 13
\ \ ____/ \ \___ o
. . . . X . . . . O_ X . . . . X . . O . . o 14
\___ \ / o
. . . . . . . . . . . O_ . . . . ). . ). . . o 15
\___ \ / o
. . . . . . . . . . . . . O_ . . X _O . . . o 16
\___ ___/ o
. . . . . . . . . . . . . . . O . . . . . o 17
o
. . . . . . . . . . . . . . . . . . . . . o 18
o
. . . . . . . . . . . . . . . . . . . . . o 19
o
. . . . . . . . . . . . . . . . . . . . . o 20
. . . . . . . . . . . . . . . . . . . 21
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a b c d e f g h i j k l m n o p q r s t u
Probably the game would still improve on a bigger board, so to create more blocking opportunities and countermoves.
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