TwixT
is a two-player abstract board game, invented by Alex
Randolph. It's one of the first "connection type" games, a genre
which includes Hex and Havannah. "Connection" means the object is
to form a path which connects something to something else.
This kind of game requires a very different sort of visualization
from the standard "battle type" game such as chess.
Unfortunately,
new TwixT sets are not currently available in the USA. In Germany,
the Kosmos game company has a new edition of the game. Used sets
are on auction at Ebay.
Rules
The
board is a 24x24 square grid of holes, minus the corner holes. The
holes along the edges are referred to as ‘border rows.’ The ‘top’
and ‘bottom’ rows are White's border rows. The ‘left’ and ‘right’
edges are Black's border rows. (Sets may use different colors from
Black and White.) Each player has a collection of pegs and links
of his/her color. The board is empty at the start of the game:

Figure
1
White
moves first. Each move consists of one or two steps:
1.
Place one peg of your color in any vacant hole, EXCEPT for your
opponent's border rows.
2. Place as many legal links as you wish between pairs of pegs
of your color. A link may be played only when both pegs are
at opposite corners of a six holed rectangle, like a knight's move
in chess, and no other link crosses the linking path, not even one
of your own. You ARE allowed to remove as many of your OWN links
as you wish, prior to placing any.
Usually,
players choose to place all possible links that can be added to
the peg just played. Links are rarely removed, but sometimes you
need the elbow room.
After
White makes the first move, the opponent has the option of either
responding normally as Black, or swapping sides. If sides
are swapped, the player who moved first as White is now Black, and
makes the next move.
The
object is to connect your border rows with an uninterrupted chain
of linked pegs. If neither side can complete such a chain, the game
is a draw.
Draws
can occur when one player has an impenetrable barrier to the other,
but this barrier is not an uninterrupted chain. Here is an example:

Figure
2
White's
barrier prevents Black from connecting left to right, and Black's
pegs and links prevent White from forming an unbroken chain.
Here
is an example of a position where link removal is necessary:

Figure
3: White to move
White
can win from this position by playing at N3, removing the
links L3/N4/P3/Q5, and then adding the links L4/N3/P4/R5:

Figure
4: Black to move
Move
Notation
There
is a more concise way of describing the above move:
N3-L3/N4/P3/Q5+L4/N3/P4/R5
The
minus sign - is followed by a chain or chains of links to
remove. Chains are separated by commas. Then the plus sign +
is followed by any chain or chains of links that are added. The
above move could have also been indicated by:
N3-L3/N4,Q5/P3/N4+L4/N3,N3/P4/R5
Fortunately,
the vast majority of moves do not involve link removal. They are
indicated simply by the coordinates of the hole where the peg is
placed. Any links which can be added to this peg, without removing
other links, are automatically added. Some players like to include
a symbol (usually an asterisk * or a dash - ) after the coordinates,
one for each "auto link" played.
If
you choose not to link to the peg just played, even though you could,
this can be indicated by the + symbol with nothing after it.
I
emphatically welcome all questions, both general and specific, as
well as any comments you may care to send me! My email is: twixt@cstone.net
-
David
J. Bush