From D.G.Bailey@massey.ac.nz Fri Sep 23 00:46:20 1994 From: D.G.Bailey@massey.ac.nz (Donald G Bailey) Newsgroups: rec.games.pbm,rec.games.abstract,rec.games.board Subject: Trax FAQ Followup-To: rec.games.abstract Date: Mon, 19 Sep 1994 09:11:51 +1200 Organization: Image Analysis Unit, Massey University Distribution: world NNTP-Posting-Host: ia-mac1.massey.ac.nz ======================================================================== TRAX: Answers to common questions. ======================================================================== This FAQ is copyright 1994 by Donald Bailey. The rules are copyright by David Smith, and are used here with permission. Any suggestions, questions, or comments should be sent to Donald Bailey: D.G.Bailey@massey.ac.nz ======================================================================== CONTENTS: A: INTRODUCTION A1) Where can I get this FAQ? A2) What is Trax? A3) What is required to play Trax? A4) Where can I obtain a set? A5) What is the history of Trax? B: RULES B1) How is Trax played? B2) What is Supertrax? B3) What happens if we both win on the same move? B4) Why do the rules require that you extend currently existing loops? B5) What happens if different fill algorithms generate different boards? B6) What is the precise definition of a "line" for win purposes? B7) Which 8x8 counts for line wins? B8) Is there a complete set of rules available online? C: DEFINITIONS C1) What is a "loop attack"? C2) What is a "corner"? C3) What is a "connectable pair"? C4) What is a "cave"? C5) What is a "L threat"? C6) What is a "edge threat"? D: NOTATION D1) How do I record a game (other than drawing the position each turn)? D2) Is there a convenient ASCII representation of a position? D3) What do you do if the game area is wider than 26 ('Z') ? E: STRATEGY E1) Which is more important, loops or lines? E2) How can I tell who has the best position? E3) If I don't know what to do, what is wrong with attacking? E4) When should I attack? E5) When should I start worrying about my opponent's lines? E6) What are the typical stages of a Trax game? E7) What is the strategic significance of caves? E8) Are there any general principles for how to play well? E9) How can I find out more about Trax strategy? F: ORGANISATIONS F1) rec.games.abstract archives F2) Trax server F3) Mailing list F4) Clubs ACKNOWLEDGEMENTS ======================================================================== A: INTRODUCTION ------------------------------------------------------------------------ A1) Where can I get this FAQ? This FAQ will be posted to rec.games.abstract whenever a call for participation in a tournament is made to r.g.a. It is also available by sending an electronic mail message to pbmserv@netcom.com with help trax.faq in the subject line. You will then be sent this FAQ by return e-mail. It is also available on WWW from http://www.comp.vuw.ac.nz/~michael/games/trax/ ------------------------------------------------------------------------ A2) What is Trax? Trax is a strategy game for two players, that relies on pure skill. It is played with a set of identical tiles with sections of black and white track on them. Players take turns at playing the tiles, with the purpose of completing either a closed loop of their colour or continuous path >from one side to the other of the playing area (either horizontally or vertically). While Trax is a simple game to learn, there is plenty of scope for strategic play. Like many other strategy games, Trax can be played at a range of levels. Learning to play Trax is one thing, learning to play well is another. That is why Trax has often been called "The game for those who love a challenge!" ------------------------------------------------------------------------ A2) What is required to play Trax? _____________ _____________ | | | | | | | | | | | | | / / | | | | | |___/ / | |#############| |____/ ####| | | | | | #### | | | | | | ## | |_____|_|_____| |_____##______| Trax is a game played with a set of 64 identical tiles. These tiles have white and black straight sections on one side and white and black curved sections on the other. The most common form of tiles is red plastic measuring 31.5 mm square, 6.4 mm thick. The black and white paths are painted in recesses 5.5 mm wide. In addition to the tiles, all you need is a flat surface on which to play. ------------------------------------------------------------------------ A3) Where can I obtain a set? Sets have been published in many countries around the world, in a variety of styles of packaging. If you are unable to find a set in your area, they are available via mail order from the New Zealand Trax Association (contact D.G.Bailey@massey.ac.nz) or in the United States >from the Bay Area Trax Club (contact mel@csua.berkeley.edu). ------------------------------------------------------------------------ A4) What is the history of Trax? Trax was invented in New Zealand in 1980 by David Smith. It was first published in New Zealand and the United States in 1982. It is now published and played virtually worldwide. The first club was the Canterbury Trax Club formed in 1985 in Christchurch NZ. Trax was a Games 100 game from 1982 to 1986, and won the Parents' Choice Magazine's Gold Seal Award in 1987. ======================================================================== B: RULES Note: as Trax is a proprietry game these rules are copyright by David Smith. They have been reproduced here with permission. ------------------------------------------------------------------------ B1) How is Trax played? 1 Two players decide who shall be white and who shall be black. 2 White always plays first (there is no advantage). 3 Each player in turn plays one tile either side up, adjacent to any already played tile such that the colours match. eg +--o--+ +--o--+ +--o--+--o--+ | o | | o | | o | o | oo ## <= ###o### giving oo ####o### | # | | o | | # | o | +--#--+ +--o--+ +--#--+--o--+ 4 Each player may join track of either or both colours at any turn. 5 If any played tile results in an adjacent space or spaces that has two tracks of the same colour entering it a `forced' tile is played so as to join the two tracks together. If this tile creates other spaces with two tracks of the same colour entering, then further forced tiles are played. eg playing this forces this then this giving this +--o--+ +--#--+ +--o--+--#--+ +--o--+--#--+ +--o--+--#--+ | o | | # | | o | # | | o | # | | o | # | ## oo