The basic rules of TwixtThis is a featured page

THE RULES OF TWIXT

(copied and just minimal edited from here)

Twixt is a two-player game, invented by Alex Randolph.

The board is a 24x24 grid of holes, minus the corner holes.
The rows around the edges of the board are referred to as border rows.
The white border rows are along the "top" and "bottom," and the black border rows
are along the left and right edges. (Some sets may use different colors.)

Each player has a collection of pegs and links of their color.

The board is empty at the start. White moves first. On your turn you may:

0. Remove as many of YOUR OWN links from the board as you wish.
This is rarely done, but sometimes you need the "elbow room."

1. Place one peg of your color in any vacant hole EXCEPT you may not play in
either of your opponent's border rows.

2. Add as many legal links between pegs of your color as you wish. A link is
legal when the two pegs are at opposite corners of a six-hole rectangle
(like a knight's move in chess), and no other link crosses the linking
path, not even one of your own.


pegs and links


After White places the first peg on the board, the opponent has the option to
either respond normally as Black, or swap sides. If sides are swapped, the
player who moved first as White is now Black, and makes the next move. Sides may
be swapped only once per game. If the 2nd player chooses not to swap after
White's first move, then sides may not be swapped at all that game (the purpose
of this rule is to reduce the first move advantage, making the game more fair).

The object is to connect a peg in one of your border rows to a peg in your
other border row, with a continuous chain of linked pegs. If neither side can
achieve this, the game is a draw.

White has won



Kd_Hoffmann
Kd_Hoffmann
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