HDTenEightyP/NetNews huggingface dataset:
From: mjd@saul.cis.upenn.edu ("[*] Fan of the Efts")
Newsgroups: rec.games.abstract,sci.math
Subject: Re: Ramsey Theory Games (Was: New Old Paper and Pencil Game (Sim))
Date: 12 Nov 92 23:55:01 GMT
Followup-To: rec.games.abstract
Organization: Eaters of Wisdom
In-reply-to: mjd@saul.cis.upenn.edu's message of 12 Nov 92 18:24:03 GMT

In article <MJD.92Nov12132403@saul.cis.upenn.edu> mjd@saul.cis.upenn.edu ("[*] Fan of the Efts") writes:
>   When C=2 and S=6, we have N=3.  

    David desJardins was kind enough to point out that of course I meant
S=3 and N=6; swap `S' and `N' in the following paragraph also.
--

                And for to se, and eek for to be seye
Mark-Jason Dominus 	  			    mjd@central.cis.upenn.edu 

Newsgroups: rec.games.abstract
From: cam@ritcsh.csh.rit.edu (Christopher A. Meaker)
Subject: Terrace
Originator: cam@nick.csh.rit.edu
Organization: Computer Science House @ RIT
Date: Wed, 11 Nov 1992 03:04:46 GMT

Has anyone got Terrace?  I just purchased it myself and I love it.  I would be
interested in playing a game by e-mail, 2 or 4 player would be great.  Anyway
if there's anyone that is interested or knows where to look for interested
players mail me. Thanks :D

Chris   CAM4257@vaxa.ics.rit.edu

Newsgroups: rec.games.abstract
From: caspar@sci.kun.nl (Caspar Terheggen)
Subject: Re: Awari Strategies
Organization: University of Nijmegen, The Netherlands
Date: Tue, 10 Nov 1992 16:25:12 GMT

In <BxI5Gw.7AC@rice.edu> amitp@owlnet.rice.edu (Amit J Patel) writes:

>For those of you know Awari, can you give me some hints?  Is there a
>way for the first or second player to always win?  (I suspect it isn't
>obvious if there is a way.) 

>        3 3 3 3 3 3
>      0             0
>        3 3 3 3 3 3

>I've seen some opening moves such as:

>        3 3 3 3 3 3
>      0             1 
>        3 3 3 0 4 4 
>              ^

Different rules?!  With your opening move my board would look like

         3 3 3 3 3 4
       0             0
         3 3 3 0 4 4

i.e. the (what do you call them?) cups on the far left and right
are used to collect captured seeds (prisoners) only.

>Plus with the free move:

>        3 3 3 0 3 3
>      0             5
>        0 4 4 0 4 4
>        ^

I don't understand this (move?).

>P.S.  I'm trying to write a semi-intelligent computer opponent

I am very interested in your version of the rules.

Caspar.
--
 Caspar Terheggen  +31 80 652801  caspar@sci.kun.nl  U634008@HNYKUN11.bitnet
Newsgroups: rec.games.abstract
From: elascurn@daimi.aau.dk (Lars R{der Clausen)
Subject: Re: Game
Organization: DAIMI: Computer Science Department, Aarhus University, Denmark
Date: Tue, 10 Nov 92 09:45:01 GMT

torben@titan.ucc.umass.edu (Random Tox) writes:

>In article <1992Nov10.051709.14175@news.acns.nwu.edu> jcc@casbah.acns.nwu.edu (Jeremy Caplan) writes:
>>There is a totally awesome game invented by Douglass Hofstadter called
>>NOMIC where the game consists of making the rules for the game itself..
>>
>>Can be VERY amusing...
>>
>>or VERY syupid, depending on who plays and what kind of mood you're in.
>>

>	There were some bits at MIT about it.. I hung out but never
>played or saw it played. How is  it played and can you post the ground rules?

I've played some 7 or 8 years ago, it can be real fun. You can find the rules
in Scientific American (if it's the same game we're thinking about) from...
um...beginning of 80's. I could find it, I know I've got it at home.

The principle of the game is that the players takes turns proposing laws or
lawchanges. There is a Constitution and some less ridig laws, in which are
contained all information about how the game is played. These, of course, can
be changed if a majority (I think it's two-thirds majority from the start)
votes for it. You get points for having your laws accepted, but as everything
else in the game, that can be changed. The last law we made was 'The game is
suspended until we start again.' If you get the proper people, it can be
great fun, but you have to be at least five for it to be interesting.

>-- 
>(C) 1992 by Random Tox and The Durex Blender Corporation
>All Rights Available at the Door, No Reservations.

>	"If this is the place for you, then herd."

-Lars Clausen

--
When he turned around to look, there was nothing to be seen. Only the empty
space that had always been permeating the narrow alleys in Lower Town. He
suddenly felt frightened and very, very alone.
Newsgroups: rec.games.abstract
From: baljeual@uther.calvin.edu (Alan Baljeu)
Subject: Re: A proposed Usenet version of Nomic
Organization: Calvin College
Date: Thu, 12 Nov 1992 14:51:48 GMT

colley@qucis.queensu.ca (Paul Colley) writes:

>The rules for Nomic are not, as presented, suitable for electronic use.

>I have seen a couple of Email varients proposed; all seem to require
>Email and the use of a moderator, which to me seems to detract from the
>spirit of the game (all players equal, all players see what is
>happening).

>Anyways, here is a partial proposal to allow Nomic to played in a
>Newsgroup, instead of by Email, and without a moderator.

You may find it simpler to use a mail alias, have everyone send mail to the
central mail-server, and have that appended (if necessary) and forwarded to
everyone in the game.
From: hollasch@kpc.com (Steve Hollasch)
Newsgroups: rec.games.abstract
Subject: Re: New game: Think Small
Summary: Winning ways...
Date: 13 Nov 92 00:28:29 GMT
Organization: Kubota Pacific Computer, Inc.

nik@scs.leeds.ac.uk (Nik Silver) writes...
>     (1) Think of any whole number greater than or equal to 1.
>     (2) Mail me with that number as the Subject line of your message.
>     (3) After a certain date and time, whoever has mailed me the lowest
>         number THAT NO-ONE ELSE HAS SENT wins (and gets a small and
>         insignificant prize).
>     (4) You may not enter more than once.

dwr2560@zeus.tamu.edu (RING, DAVID WAYNE) writes:
| Just so everybody knows, I sent the number 4.

    I've sent the numbers 1-78 (before I stopped to try to think of a better
way to flood e-mail messages).  Because of rule #4, I've disqualified
myself, but because of rule #2, nobody else can use these numbers.

    I suggest we get together to do some organized flooding to see who
wins.

    B^)

______________________________________________________________________________
Steve Hollasch                                   Kubota Pacific Computer, Inc.
hollasch@kpc.com                                 Santa Clara, California
From: hoey@AIC.NRL.Navy.Mil (Dan Hoey)
Newsgroups: rec.games.abstract
Subject: Re: Chess on spherical boards.
Date: 12 Nov 92 22:25:51 GMT
	<1992Nov11.161535.20791@cc.umontreal.ca>
	<1992Nov11.191304.19055@math.utexas.edu>
	<MJD.92Nov11174539@saul.cis.upenn.edu>
	<MJD.92Nov11190050@saul.cis.upenn.edu>
	<1992Nov11.201030.4842@sfu.ca> <tuc.721522137@cs.wisc.edu>
Organization: Naval Research Laboratory, Washington, DC

mjd@saul.cis.upenn.edu ("[*] The Power in the Streets") describes
turning the chessboard into a sphere by first making the A and H files
adjacent to form a cylinder, then

>     Now pinch the ends together: x,8 (for some letter x) is
> orthogonally adjacent to (x+4 mod 8),8 and diagonally to (x+3 mod
> 8),8 and (x+5 mod 8),8.

and follows up:

>     Of course this isn't a sphere either, because the circumference
> is 8 squares in the east-west direction and 16 squares in the
> north-south direction.

More to the point, this isn't even topologically a sphere. For
instance, it can be covered with disjoint north-south circumferences,
but a true sphere cannot be covered with disjoint circles (or
homeomorphs thereof).  I think topologists would call this a
sphere with two cross-caps.

The idea of making file x extend into file -x (mod 8) (that is, files
a, b, c, and d extend to files h, g, f, and e, respectively) would
make the board a sphere.  And I like the suggestion of
tuc@calico.cs.wisc.edu (Brian A.  Cole) that we also make rank x
extend into rank 1-x (mod 8) (ranks 1, 2, 3, and 4 extend into ranks
8, 7, 6, and 5, respectively) because it emphasizes the symmetry
between ranks and files.  However, I think Brian's claim that

>  1. each square shares one edge each with four other squares.

is incorrect, because H4 shares two edges with H5; similarly the other
edge centers have only three neighbors.  And when he says

>  2. moving one square "left" then one square "down" takes you the
>     same place as moving one square "down" then one square "left"
>     (and so on for other paths-that-should-go-the-same-place).

it should probably be mentioned that whey you go through the "top" or
"bottom" the "right" and "left" directions are interchanged, and when
you go through a side the "up" and "down" directions are interchanged.
(Does this mean that when White pawn at b8 captures f8, it is now
moving toward rank 1?  How about g8xa8/Q?

This has the unusual feature that some bishop paths bounce back when
they get to an edge:

    ...G3,H4,H4,G3,...

while others continue on:

    ...F1,G2,H3,H5,G4,F3,E2,D1,F1,G2,H3,....

Also, a knight on G3 has seven neighbors: F1, H1, H7, H5 (two ways),
F5, E4, and E2, and a knight on H4 has seven neighbors: G2, H7, G6
(two ways), G4, F5, and F3.

Dan Hoey
Hoey@AIC.NRL.Navy.Mil
From: dbh@doc.ic.ac.uk (Denis Howe)
Newsgroups: rec.games.abstract
Subject: Re: Move
Date: 13 Nov 92 10:59:14
Organization: Computing Department, Imperial College, London, UK
Distribution: world
	<1dvnseINNg1c@FROG.ZOO2.CS.YALE.EDU>
NNTP-Posting-Host: wombat.doc.ic.ac.uk
In-reply-to: gugler-sean@cs.yale.edu's message of 13 Nov 1992 03:09:50 -0500

boutell@isis.cshl.org (Tom Boutell) wrote:
>King's pawn to queen's duck thirteen. Soprano.

neilb@scs.leeds.ac.uk (Neil Bowers) wrote:
>Zebedee takes the staff car, with the candlestick!  Do not collect $200.

nate@cats.ucsc.edu (Nathaniel Douglas Renwick) wrote:
>Ahh... but having forfeited your right to pluck the chicken, I have
>put sleeves on my vest.  Wrong number.

dbh@doc.ic.ac.uk (Denis Howe) wrote:
>Troglodyte (+2,-3,0) and double.

nancy@genie.slhs.udel.edu (Nancy Lebovitz) wrote:
>Aleph null squared plus seventeen. You have control of the national debt.

boutell@isis.cshl.org (Tom Boutell) wrote:
>I castle through Robert Abrams' corpse, yielding a surplus.  Please
>remove your flatiron from Marvin Gardens.

nwbernst@unix.amherst.edu (Neil Bernstein) wrote:
>Violation of Rule Theta! [all practical application forbidden, cf
>"flatiron."]  Penalty: drag your favorite Homeric hero seven times
>around the board, or draw a Liberal Arts Major card.

gugler-sean@cs.yale.edu (Sean Gugler) wrote:
>The Emporer rolls a seven, of which he saves one for the road: Queen
>jumps Pawn.  Knight jumps Queen.  Bishop jumps Queen.  Queen jumps
>Queen.  Rocky jumps Janet.  Frank dumps Rocky.

dbh@doc.ic.ac.uk (Denis Howe) wrote:
Haven't you heard the new rule - you now have to declare the sex of
your bishop.  Anyway, assuming it's a male, my R2D2 will attempt to
kick the Queen's Duck up to the seven-furlong line.
--
Denis Howe <dbh@doc.ic.ac.uk>
So Biggs, you're the idiot who bought all these IBM PCs.  You're fired!
Xref: sparky rec.games.abstract:159 talk.bizarre:37791
From: tomf@gte.com (Tom Fawcett)
Newsgroups: rec.games.abstract,talk.bizarre
Subject: Re: Move
Date: 12 Nov 92 04:32:42 GMT
Reply-To: tomf@gte.com
Followup-To: rec.games.abstract
Organization: No Free Lunch, Inc.
In-reply-to: boutell@isis.cshl.org's message of 11 Nov 92 18:56:41 GMT


Tom Boutell:
> King's pawn to queen's duck thirteen. Soprano.
> 
> -T
> 
> -- 
> Clausthaler is the best non - alcoholic beer in the known universe.


Look.
By definition the universe contains everything, known and unknown.
Not even Timothy Leary is allowed to use a phrase like "the known universe".
I call petit mal sig fault, and you lose the move.

-Tom
next?
From: blom@husc15.harvard.edu
Newsgroups: rec.games.abstract
Subject: Tic-Tac-Toe
Date: 10 Nov 92 21:28:26 GMT
Article-I.D.: husc15.1992Nov10.162826.17312
Organization: Harvard University Science Center

Tic-Tac-Toe has gotten somewhat trite, but some of its generaliza-
tions are very interesting.  The original Tic-Tac-Toe is a game in
2 dimensions on a square 3 units on a side in which 2 players take
turns filling empty squares until 3 squares in a row have been
filled by the same player, who is declared the winner.  There are
four variable parameters here: the dimension-space of the board,
the size of the board, the number of players, and the number of
squares which a player must line up to win.  A generalization of
Tic-Tac-Toe could be:

     A game in d dimensions on an a hypercubic board board s units
     on a side, in which p players take turn claiming empty cells
     until l squares in a line all belong to the same player.

For any game, let us call [p,d,s,l] the parameter vector.
Let us define some terms:

     trivial:       Player 1 can always force a win.
     non-trivial:   Player 1 can not always force a win.
     solvable:      There exists an algorithm by which Player 1
                    will never lose.
     insoluble:     There does not exist a finite algorithm by
                    which Player 1 will never lose.

Obviously:

p > 2
l <= s
pl < s^d

Some interesting results that can be proven:

[p,d,s,l] is always solvable if s and d are finite.
[2,2,3,3] (Traditional Tic-Tac-Toe) is non-trivial.
[2,3,3,3] (3x3x3 Tic-Tac-Toe) is trivial.
[2,3,4,4] is non-trivial, according to TicTactics, from the
     Microsoft Entertainment Pack for Windows (c) Microsoft Co.
[2,d,2,2] is trivial.
[2,d>3,3,3] is trivial.
[2,2,infinity,0<l<5] is trivial.

Some conjectures:

[2,d,d,d] is trivial.
[2,d,d+1,d+1] is non-trivial.
[2,2,infinity,5+] is trivial.


Can anyone add to this list or examine these conjectures further?

Newsgroups: rec.games.abstract
From: boutell@isis.cshl.org (Tom Boutell)
Subject: Move
Organization: Cold Spring Harbor Labs
Date: Wed, 11 Nov 1992 18:56:41 GMT

King's pawn to queen's duck thirteen. Soprano.

-T

-- 
Tom Boutell, boutell@cshl.org

Clausthaler is the best non - alcoholic beer in the known universe.
Newsgroups: rec.games.abstract
From: positron@engin.umich.edu (Jonathan Scott Haas)
Subject: Re: Religous Card Game
Date: Fri, 13 Nov 92 16:30:10 EST
Organization: University of Michigan Engineering, Ann Arbor

In article <1drk82INNd6q@transfer.stratus.com> hship@sw.stratus.com (Howard Ship) writes:
>I've heard of a game described in one of Martin Gardner's books, on some religous
>theme.  One player plays God, setting rules for how cards can be played.  Other
>players pray by playing cards correctly (or incorrectly), and some players become
>prophets, attempting to lear the secret rules set by God.  I would appreciate a
>full description of the game.
>

This game is called Elusis. I believe the rules have already been posted...

-- 
__/\__  Jonathan S. Haas         | Jake liked his women the way he liked
\    /  University of Michigan   | his kiwi fruit: sweet yet tart, firm-
/_  _\  positron@engin.umich.edu | fleshed yet yielding to the touch, and
  \/                             | covered with short brown fuzzy hair.
Newsgroups: rec.games.abstract
From: baljeual@uther.calvin.edu (Alan Baljeu)
Subject: Re: Othello
Organization: Calvin College
Date: Thu, 12 Nov 1992 15:10:11 GMT

palmerd@holst.cs.unc.edu (Daniel Palmer) writes:

>In article <BxJ8MI.J9w@undergrad.math.waterloo.edu>, cmspring@undergrad.math.waterloo.edu (Colin Springer) writes:
>. I'm an avid Othello player, and would be interested to hear from any
>. other fans of the game out there.  Is there an interest, for example,
>. in seeing Othello puzzles, annotated game transcripts, and the like?
>. How much do people on the net know about the game?  My experience in
>. the past has been that most people know very little about proper play,
>. which involves primarily mobility optimization rather than control of key
>. squares, such as edges.  Would anyone be interested in a sporadic
>. series of posts covering basic Othello strategy and tactics?  I'd be
>. more than willing to contribute anything I can to this group, given
>. enough interest.

Mobility optimization?  I guess you've had more challenging competition than
I ever did.  I've always managed to win my games by forcing my opponents
to give up edges to me.  After that, they always lose quickly.  Another 
fun strategy is to try to get as few squares as possible, until my opponent
has to forfeit.  I don't know if that works in real games, but against the
computer program I have (anyone can beat it), the score is about 40-5 for 
black, and then I control the events for the next 19 moves.  Walkover.

Alan Baljeu
Newsgroups: rec.games.abstract
From: jcarl@jabba.ess.harris.com (Joe Carl Jr.)
Subject: Re: Awari Strategies
Organization: Harris Corporation - ISD
Date: Tue, 10 Nov 1992 21:22:41 GMT

In <BxIDM1.I2G@sci.kun.nl> caspar@sci.kun.nl (Caspar Terheggen) writes:

>i.e. the (what do you call them?) cups on the far left and right
>are used to collect captured seeds (prisoners) only.

The cups are called kalaha (no sylable stressed).

It happens Awari is a subset of games from the African Mancala (again no
sylables) board.
-- 
-----

Joe Carl Jr.                  "If you ever drop your watch
jcarl@jabba.ess.harris.com     in a pool of molten lava,
Newsgroups: rec.games.abstract
From: arc@leland.Stanford.EDU (Andrew Richard Conway)
Subject: Re: What???
Organization: DSG, Stanford University, CA 94305, USA
Date: Wed, 11 Nov 92 03:15:13 GMT

RE. n dimensional tic tac toe.

If you play n dimensional tic tac toe on a (n+1)^n board, there is
not ab obvious forst player winns strategy.

thus 3-D tic-tac-toe is in a 4*4*4 board, as is commonly available.

I have playted 6*6*6*6*6 tic tac toe once, but never after, since
it takes too long to draw the board an paper napkins can't hold that
many boards anyway...


						Andrew.
From: jcc@casbah.acns.nwu.edu (Jeremy Caplan)
Newsgroups: rec.games.abstract
Subject: Game
Date: 10 Nov 92 05:17:09 GMT
Article-I.D.: news.1992Nov10.051709.14175
Organization: Northwestern University, Evanston Illinois.

There is a totally awesome game invented by Douglass Hofstadter called
NOMIC where the game consists of making the rules for the game itself..

Can be VERY amusing...

or VERY syupid, depending on who plays and what kind of mood you're in.

jer
Newsgroups: rec.games.abstract
From: andre@ph.tn.tudelft.nl (Andre Verweij)
Subject: Re: Abalone.
Organization: Delft University of Technology
Date: Fri, 13 Nov 1992 08:41:47 GMT

The goal of abalone is to push 6 of your opponents marbles from the board,
leaving him with 8 marbles. Why is the victory condition chosen like this?
Because with 8 marbles you can't make a 3x3 square anymore?

And another question, are draws possible? What if someone can't move?
Does he loose as in checkers, or is it a draw as in Chess. Or isn't this
possible?

You see I am a newbie, but interested to learn.
Andre Verweij
From: dbh@doc.ic.ac.uk (Denis Howe)
Newsgroups: rec.games.abstract
Subject: Re: 3d chess?
Date: 11 Nov 92 18:50:49
Organization: Computing Department, Imperial College, London, UK
Distribution: world
NNTP-Posting-Host: wombat.doc.ic.ac.uk
In-reply-to: baljeual@uther.calvin.edu's message of Wed, 11 Nov 1992 14:42:33

In article <baljeual.721492953@uther> baljeual@uther.calvin.edu (Alan
Baljeu) asked:

>Are the rules known for Trek chess?  Please post if you know them.

I'm sure I saw them in one of my treky friends' Starfleet Manual or
suchlike.  Try rec.arts.startrek if you have no luck here.
--
Denis Howe <dbh@doc.ic.ac.uk>
So Biggs, you're the idiot who bought all these IBM PCs.  You're fired!
From: jerry@uni-paderborn.de (Gerald Siek)
Newsgroups: rec.games.abstract
Subject: Re: Let's start off with TWIXT (was Re: What???)
Date: 12 Nov 1992 10:41:40 GMT
Organization: University of Paderborn, Germany
Reply-To: jerry@uni-paderborn.de
NNTP-Posting-Host: planck-bb.uni-paderborn.de
X-Newsreader: TIN [version 1.1 PL6]

"Jonathan R. Ferro" (jf41+@andrew.cmu.edu) wrote:

: O = RED (opponent) (moves first)
: @ = BLACK (me)
: 
: Note: only the central portion of the board is shown in this diagram.
: 
:            RED
: 
:    . . . . . . . . . .        1. RED plays.
:    . . . . . . . . . .
: B  . . . . . . . . . .  B     2. I play so as to block his longest possible
: L  . . . . O1. . . . .  L        doublecross move
: A  . . . . .\. . . . .  A     3. RED, eager to get a bridge, fails to
: C  . . . . . O3. . . .  C        play with tempo.
: K  . . . . . . . . . .  K     4. I jump out with a large double-x and proceed
:    . . . . @2. . . @4.           to march toward either of my goal sides.
:    . . . . . . . . . .           Anytime one of my doublecrosses is threatened
:    . . . . . . . . . .           I just fill it in.
: 
:            RED

Hmmm .. haven't played Twixt for a while but there should be a number of
ways to counter this rather simple strategy:

     1 2 3 4 5 6 7 8 9 0		  1 2 3 4 5 6 7 8 9 0
   a . . . . . . . . . .   		a . . . . . . . . . .
   b . . . . . . . . . .		b . . . . . . . . . .
   c . . . . . . . . . .   		c . . . . . . . . . .
   d . . . . O1. . . . .   		d . . . . O1. . . . .
   e . . . . .\. . . . .       or	e . . . . .\. . . . .
   f . . . . . O3. . . .   		f . . . . . O3. . . .
   g . . . . . . . . . .   		g . . . . O5. . . . .
   h . . . . @2. . . @4.		h . . . . @2. . . @4.
   j . . . . O5. . . . .		j . . . . . . . . . .
   k . . . . . . . . . .		k . . . . . . . . . .

This move obviously blocks the		Another possiblity to attack the
double cross between @2 and @4		double cross.  If you connect the
If you play g7 or k7, I will		bridge, I may play j4 which also
play g4 and you are blocked.		blocks you connection.

Regards,
	Jerry
--
  Gerald Siek  -  jerry@uni-paderborn.de  -  University of Paderborn, Germany
From: nancy@genie.slhs.udel.edu (Nancy Lebovitz)
Newsgroups: rec.games.abstract
Subject: Re: What???
Date: 11 Nov 92 14:40:41 GMT
Organization: UDel, School of Life & Health Sciences

I've fiddled with 3D tic-tac-toe a little--as I recall, it becomes a 
more interesting game if you play it on a 4 x 4 x 4 cube.

Nancy Lebovitz
calligraphic button catalogue available by email  (170K)
nancy@genie.slhs.udel.edu

Give me coffee and no one gets hurt
From: claudius@zeus.calpoly.edu (King_Claudius (Chris Knight))
Newsgroups: rec.games.abstract
Subject: Re: Chess in non-euclidian space
Date: 12 Nov 92 18:15:43 GMT
Article-I.D.: zeus.1992Nov12.181543.117126
Organization: California Polytechnic State University, San Luis Obispo

In case you haven't heard/seen, there is a company currently making a
three-player chess...where each person's side of the board splits in half.

For example:

    A

  B   C

Where B's left four pawns can attack A's right four, A's left can attack C's
right, and C's left can attack B's right.  And visa-versa.  It's a very nice
looking setup...
-- 
---King Claudius---                                   claudius@zeus.calpoly.edu
From: markd@uniwa.uwa.edu.au (Mark Diamond)
Newsgroups: rec.games.abstract
Subject: Re: Awari Strategies
Date: 13 Nov 1992 15:50:32 +0800
Organization: The University of Western Australia
NNTP-Posting-Host: uniwa.uwa.edu.au

Interestingly, both Awari games described on this column differ from the
one that I have.  I posses an Awari set which came from Ghana where the
game is played extensively and where gambling on the game is common.

My set has not end containers, and is therefore simply 6 cups opposite
another 6 cups -- the game beginning with 4 seeds in each cup.
From: ath@linkoping.trab.se (Anders Thulin)
Newsgroups: rec.games.abstract
Subject: Re: Let's start off with TWIXT
Date: 13 Nov 92 07:30:54 GMT
Organization: Telia Research AB, Teknikringen 2B, S-583 30 Linkoping, Sweden

In article <BxK1o5.My6@cs.psu.edu> flee@cs.psu.edu (Felix Lee) writes:
>Here's a draw, on a small Twixt board.  Neither player can complete
>their goal.
>	. . O .
>	X ./. .
>	.\O X .
>	. X O\.
>	. ./. X
>	. O . .

That looks like a draw. I can't find any obvious way to draw on an
odd board (say 5 x 5), though - is there one?

Are TWIXT boards odd or even?

-- 
Anders Thulin       ath@linkoping.trab.se 	013-23 55 32
Telia Research AB, Teknikringen 2B, S-583 30 Linkoping, Sweden
Newsgroups: rec.games.abstract