The objective is to build an uninterrupted chain of linked pegs connecting a peg in one of your border rows with a peg in your other border row. If neither player can complete such a chain, the game is a draw.
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" border rows are the Red border rows; the "left" and "right" border rows are the Black border rows. (European sets may use different colors.)
Each player has a collection of pegs and links of his/her color. 50 of each (a total of 200 pieces) is an ample supply.
Red moves first, and tries to "build a bridge" connecting top & bottom. Black tries to build a bridge connecting left and right. Since each link is an un-crossable barrier to either side. It is impossible for both sides to have a completed bridge. At the start, the board is empty. A move consists of two parts:
You ARE allowed to remove as many of your OWN links as you wish on your move, prior to placing any. Usually, there is no need to, but you sometimes need the elbow room. (See example B below.) You might conceivably also need to remove some links because you're running out of them. You are also allowed to remove as many of your own pegs as you wish on your move. With at least 40 pegs and 40 links for each side, however, running out of either is extremely unlikely.
(See the twixt special commands for an explanation of move syntax on the server. The server does support link removal, and controlling how you make your links if any. Peg removal is not supported; electronically generated pegs are not about to run out, and there is never any advantage in removing them.)
After Red makes the very first move in an EVEN game, Black has the option of swapping sides if desired. The Red peg would remain on the board, and play continues from this position, with Black making the next move. This 'swap' option is included to reduce the natural advantage of the first move, making the game more evenly balanced.
THE OBJECT is to build an UNINTERRUPTED chain of linked pegs connecting a peg in one of your border rows with a peg in your other border row. 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 of linked pegs. For example:
Example A
E F G H I J K L
6 . . #_ . O #_ . . Only part of the board is shown here.
\---_ \ \---_
7 . . .| . #| .| . # O's border rows are 1 and 24.
\ \ \ /
8 . . . # . O # |. O's I6-J8-K10 chain is connected to the
\ \ / top, and J9-K11-J13 is connected to the
9 . . . .| . O| # . bottom. #'s pegs and links prevent
\ \\ \ O from connecting these 2 groups.
10 . . . . # .| O| .
\ \ \ Draw.
11 . . . . .| . O #
\ / /
12 . . . . . _# |. |.
_--- / /
13 . . . # . O # .
Example B
E F G H I J K L
6 . . #_ . O #_ . .
\---_ \ \---_
7 . . .| . #| .| . # O to move.
\ \ \ /
8 . . . # . O # |. Here O can remove the J9-K11 link, and
\ \ / then play a peg at I11,
9 . . . .| . O| # . double-linking to K10 and J13.
\ \\ \
10 . . . . # .| O| .
\ \ If O could not remove his link, this
11 . . . # . . O # would also be a draw.
\ / /
12 . . . .| . . |. |.
\ / /
13 . . . . # O # .
This sample "game is played on a 12x12 TwixT board. For this game, the 'swap' option was NOT allowed.
RED
A B C D E F G H I J K L
1 . . . . . . . . . .
2 . R8 . . . . . . . . . .
\
3 . . \ B7 . . . . . . . . .
\ ~~---__
4 . . R3 . B6 . B2 . . . . .
B \ \ B
L 5 . . . \ . . . . \ . . . . . L
A \ \ A
C 6 . . . R7 . . R1 B5 . . . . C
K / _---~/ / K
7 . . . / . R4 . / . / . . . . .
/_---~~ / /
8 . B3 R2 . . R6 B1 . . . . .
~~---__ \
9 . . . B4 . . \ . . . . . .
\
10 . . . . . . R5 . . . . .
11 . . . . . . . . . . . .
12 . . . . . . . . . .
RED
RED BLACK
1. G6 A solid opening move. By playing midway between the Red
borders, Red is making Black's task as difficult as possible.
2. G8 On a larger board, this might be too close to the Red peg,
but Black's game is already desperate. Black might have tried
G10 instead, after which 2.E9,G4;3.E5(linking G6),D9;
4.C8(linking E9),E11(G10,D9);5.B10(C8),D3;6.D2 (Red wins) is
one possible continuation.
3. C8 Red gets in Black's way. Playing 4 holes away from your
opponent's peg like this is frequently a good blocking move
to make, particularly when the move is supported by a nearby
peg as it is here.
4. G4 Black follows the opening maxim: "Don't start a fist fight
too soon." Simply playing E7 loses to 3.D6(C8),D5(E7);
4.C4(D6) and Red will win the race to the wall. Note that
in this variation, Red's G6 peg is not part of the final
bridge. It's perfectly okay to abandon pegs this way.
Black might have played F4, after which one continuation is
3.E5(G6),D5(F4);4.C6(E5) and Red is unstoppable.
5. C4 The C4-C8 pegs form what is called a "setup," which means
they threaten to link together in one move in two different
ways. C4-G6 also threatens to link in one move, but they can
only link via E5, so this is not a setup.
6. B8 Black tries to make two threats at once. Now we're in the
middle game (things move along quickly on a quarter board.)
7. E7 (linking G6,C8): the best move. Red covers both threats at
once. If for example Red had played D6(C4,C8) then
4. ... D9(B8);5.G10,E7(G8,D9);6.H8(G6,G10),F6(G4,G8) and Black
has a win. Or if 4.E9(C8),D7(B8);5.E7(C8,G6),F6(G4,D7).
8. D9 (linking B8): the only move, not that it matters.
9. G10 Now it's Red's turn to make two threats at once.
10. H6 (link G4,G8) Black is just going through the motions.
11. F8 (link G10,G6) E9 was also possible.
12. E4
13. D6(C4,C8),C3(E4);
14. B2(C4) Black resigns.
Here are some pithy aphorisms about the game:
If desired, you could play a game without allowing any 'swap.' This would be a handicap game, where one player is giving the other the handicap of the first move. In such a game, the initial move L12 would certainly be a strong move. In fact, if the players are of disparate playing strengths, you may wish to invoke a stronger handicap. One possible way to handicap the game is to reduce the width of the playing field, so that the weaker player has less distance to bridge. With an actual game set, this might be indicated with a rubber band of the right size. A 6-row plus first-move handicap can provide a challenging game between an experienced player and a beginner. It is unclear, however, who would have the advantage if the second player (Black) were given a 1-row handicap. (Perhaps this is an alternate way to balance the game.) If you wish to give a "small" handicap of only 1 or 2 rows, let the weaker player move first as well, to be sure you actually are giving a handicap.