Rules of Twixt:
White's objective is to find a way to connect vertically across the board (on a quarterboard, row 1 to row 12); Black's objective is to connect horizontally (column A to column L).
Players take turns placing pegs. Any time two pegs are a knight's move apart, they are connected by a link. Links cannot cross.
You may not place a peg behind your opponent's border. (Note that there is no hole A1, because it is behind both players' borders.)
You may rearrange your own links on your turn. (Click on a link to remove it, and click on a peg to add all legal links to it. Your turn ends when you've placed a peg and have no remaining linkable gaps.)
Other details:
In a few of these puzzles, you will need to rearrange your links. Link removal notation is by the coordinates of the link's center, with the apostrophe standing in for "half". For example, in the pictures above, the link removed is D3'. To indicate deleting links, the coordinates are preceded by a dash. For example, the left picture above shows -D3'. To indicate adding links, the coordinates are preceded by a slash, / or \, depending on the direction of the link. For example, the right picture above shows /D3' to be added.
The first 40 puzzles are by the late Alex Randolph (Twixt's designer), and are included in a booklet that comes with the Klee game company's version of the game. The puzzles are generally of increasing difficulty. Puzzles 2, 7, and 23 were modified by Alan Hensel to eliminate unintended solutions. Those numbered 41 and higher are by Alan Hensel, and are based on positions in actual games.
The best place to play Twixt online is at Little Golem. You can read more about Twixt on Wikipedia or BoardGameGeek. These puzzles are also on a web site. Have fun!