by David Bush
TwixT is an abstract board game, invented by Alex Randolph, and first sold in the USA by 3M, as part of their “bookshelf” series of games. Avalon Hill later bought the game from 3M. Now Hasbro owns AH. New sets have not been available in the US for some time, but they may become available again soon. Used sets are frequently available on auction, at the website www.ebay.com. There is a play-by-email server at www.gamerz.net/pbmserv where players can find each other. If you don't have a web browser, you can still use the server, if you have email. Send questions or comments to: chmeee@hotmail.com The board is a 24x24 square grid of holes, minus the corner holes. The holes around the edges of the board are referred to as “border rows.” The 'top' and 'bottom' rows are White's border rows. The 'left' and 'right' rows are Black's border rows. There are border lines on the board to delineate these rows from the rest of the board. Both players have a collection of pegs and links. The board is empty to start. White moves first. Each move consists of two stages: Place one peg of your color in any vacant hole, except in either of your opponent's border rows. Place as many legal links between pairs of pegs of your color on the board as you wish. You may place a link ONLY when your pegs are at opposite corners of a 6-hole rectangle, like a knight's move in chess, and no other link blocks the linking path, not even one of your own links. You are allowed to remove as many of your own links as you wish, prior to placing any. After White makes the first move, the 2nd player has the option of swapping sides. If sides are swapped, the player who moved first as White is now Black, and makes the next move. This rule reduces the advantage of the first move, making the game more balanced. The object is to form an uninterrupted chain of linked pegs, from anywhere in one of your border rows, to anywhere in your other border row. If neither side can do this, the game is a draw. Quarter-board Game Here is a game I made up on a 12x12 grid. I have included several questions, ranging from simple to subtle. White makes the odd-numbered moves, and Black makes the even-numbered moves. Each move is indicated by the coordinates of the hole where the peg is placed. Any links that can be made to that peg, without removing other links, are automatically made. An asterisk * is added for each such automatic link made. Link removal is indicated by a - symbol, followed by the coordinates of what link(s) to remove, and then a + symbol, followed by the coordinates of what link(s) to add. In this game, the 2nd player may not swap sides. A first move is 1.G6 Without the option to swap sides, 1.G6 is a very strong first move. Black will have to try to build a chain around one side or the other of this peg. By playing midway between the White border rows, White is making Black's choice as difficult as possible. 2.G8 Black tries to block White. If White now tries to directly link past Black with 3.F8*, Black can counter with 4.E9*: Black has an easy win here. So, let's back up and look at a much stronger move for White, 3.C8: Playing four holes away from an opposing peg is frequently a strong move to make, particularly when you have support from a nearby peg, as you do here. Back to Strategist 319 Table of Contents Back to Strategist List of Issues Back to MagWeb Master Magazine List © Copyright 1998 by SGS This article appears in MagWeb (Magazine Web) on the Internet World Wide Web. Other military history articles and gaming articles are available at http://www.magweb.com |