Saturday, February 23, 2019

Puzzle #102: White to Play; White to Tinue

Hello, all!

Nothing but rain and cold this week where I live. Really a bummer. Luckily, Tak doesn't require good weather! If you're stuck inside like me, I hope this puzzle gives you some intellectual escape.

For those new to my puzzles, I try my best to post one every Saturday night (EST). They are usually one of the following types: Tinue (game ending via forced road), Tinue Avoidance (is there a way out?), Gaelet (game ending via flat count), and Best Move (what would you do, and why?).

The type featured tonight is a Tinue puzzle. Tinue is defined as a board state in which no matter what the opposing player does during their turn (White, in this instance), a road win will be awarded to the other player (Black) on their next turn. If you are familiar with Chess, Tinue is very similar to Checkmate.

The best way to solve these puzzles is to find a move that forces your opponent into doing something. Then, you use that forced move to force another move, until you have won. Sometimes there are more ways than 1 to go about this. While I love seeing the different variations, usually the shortest path to a forced win is considered best. The following is a simple example to show how this works (you can use the arrow keys to step through the moves and the number keys to select which branch you are following):




Please form your answer with PTN or a link to your solution via ptn.ninja. Also, be sure to use the spoiler tag so as not to ruin it for later puzzle solvers.

** I have noticed some people commenting directly to my blog post when answering puzzles. I would kindly ask that you post your answers on the appropriate post on the Reddit page for Tak (r/tak). This will make it easier for me to respond in a timely manner. On that note, I would like to also apologize to those same people for my delayed replies.




The new Reddit spoiler tag is shown below:

>!spoiler!<

Ex:  >!35. a3> 3b2+!<



Thank you and enjoy!!

Saturday, February 16, 2019

Puzzle #101: Black to Play; Black to Tinue

Hello, Takkers of the world!

I had some riding time this past week and I got in a few good games using playtak.com on my phone. Not my preferred way to play, but it seems to be what I have time for during the week and certainly beats not playing Tak at all :)

For those new to my puzzles, I try my best to post one every Saturday night (EST) and respond to the answers on Sunday morning. They are usually one of the following types: Tinue (game ending via forced road), Tinue Avoidance (is there a way out?), Gaelet (game ending via flat count), and Best Move (what would you do, and why?).

The type featured tonight is a Tinue puzzle. Tinue is defined as a board state in which no matter what the opposing player does during their turn (White, in this instance), a road win will be awarded to the other player (Black) on their next turn. If you are familiar with Chess, Tinue is very similar to Checkmate.

The best way to solve these puzzles is to find a move that forces your opponent into doing something. Then, you use that forced move to force another move, until you have won. Sometimes there are more ways than 1 to go about this. While I love seeing the different variations, usually the shortest path to a forced win is considered best. The following is a simple example to show how this works (you can use the arrow keys to step through the moves and the number keys to select which branch you are following):





Please form your answer with PTN or a link to your solution via ptn.ninja. Also, be sure to use the spoiler tag so as not to ruin it for later puzzle solvers.

** I have noticed some people commenting directly to my blog post when answering puzzles. I would kindly ask that you post your answers on the appropriate post on the Reddit page for Tak (r/tak). This will make it easier for me to respond in a timely manner.


The new Reddit spoiler tag is shown below:

>!spoiler!<

Ex:  >!35. a3> 3b2+!<


Thank you and enjoy!!


Saturday, February 9, 2019

And the Winners Are...


1st Place - fwwwwibib

2nd Place - Mediocre Taborlin

3rd Place - Umbra

4th Place - Wren42


Thank you all for participating in my 100th Puzzle Contest!!

This has been a long time in the making and I think it turned out quite well. Maybe I'll organize another contest in the future...

I know everyone is anxious to see the answers, so I will post them below. I am mainly going to use fwwwwibib's response, because his answers were insanely thorough as well as being correct. I will also put my thoughts on each puzzle.


Puzzle #1 - E'lir

White to Play; White to Tinue

fwwwwibib:

The winning move is 3a2+111, to establish a two-way threat, but at 18 this would leave a win for Black at a2, so White must first force Black to disrupt their potential road by threatening tak with 2d3-11. The correct sequence is:

18. 2d3-11', b3- (or 2c3-)
19. 3a2+111"

Me:

Most people saw the winning move, but many got over-eager and went straight for the kill, missing the soft pin Black had on White's cap. 18. d2 also works to force Black to break their pin.




Puzzle #2 - Re'lar

Black to Play; Best Move and Why

fwwwwibib:

My preferred move is 39. ... 5c3-'. 

Relevant aspects of the initial position:
  • White has tak, so Black must disrupt the road threat along row 2. 
  • White has a hard cap on a2, and a strong stack on d3.
  • Black has strong stacks on c3 and b4.
  • There is a large stack of black flats on a3.
  • Black’s cap is central, whereas White’s is on the edge of the board.
  • Black has a potential e-w road threat from a1 to f4, and a potential n-s threat on columns a-c.
  • White’s only realistic short-term threat is the e-w threat on 2. White has very little n-s potential and any horizontal threat on rows 5-6 is well covered by black’s walls on b4 and d5.
  • Black has an 11-9 advantage on flat count, and only 4 pieces left in the reserve.
Black’s goals:
  • Prevent White from creating a road.
  • If possible, force a road win. If not, stay ahead on flat count and quickly play their remaining reserves to ensure a gaelet victory.
  • Keep White’s cap isolated on the edge.
  • If possible, allow the a3 stack to spread.
  • Do not allow White any significantly flat-count-positive moves.
Advantages of 5c3-:
  • Puts White in tak, thus taking control of tempo.
  • Increases e-w road potential.
  • Threatens large flat-count gain by spreading c2 stack east.
  • Restricts options for White’s cap - it no longer has any positive e-w potential.
  • Gives Black a connection on row 2 for a potential n-s road.
  • Increases power and range of Black’s cap thanks to the black captive on c2.
Disadvantages of 5c3-:
  • Leaves a3 stack vulnerable to a2 or d3.
  • Puts Black’s cap in a less central position.
  • Leaves d3 unrestricted.
  • Does not bring game closer to completion by playing a piece from Black’s reserve (though due to the White road threat this is true for all of Black’s possible moves).
Likely White responses:
  • 40. 4a2-. This is a win for Black as it puts the White cap in the corner and allows the a3 stack to spread.
  • 40. 4d3>. This allows Black a +4 flat-count spread with 6c2>42. It also leaves more space for the a3 stack to spread if Black chooses.
  • 40. e2+. I think this is White’s best response, as it breaks Black’s threat while decreasing Black’s future flat-count potential. However it is relatively passive and allows Black to maintain tempo and either place a flat or increase the road pressure by spreading a3 north or c2 east.
Other possible moves for Black:
  • 39. ... b2>. This has lower FFCP[Future Flat Count Potential], and allows the White cap more options. It also allows White to retain tempo and does not develop Black’s road threats.
  • 39. ... c1+. This is a more conservative move, allowing Black’s cap to remain more central and thus restrict the d3 stack. However it weakens Black’s potential e-w road, does not restrict White’s cap, has lower FFCP and creates a vulnerable stack.  
  • 39. ... e3-. This has the same issues as c1+, without the benefits of gaining control of the black captive on c2, or having the stack protected by Black’s wall and cap.
  • 39. ... 2c3- (or any other variation of c3-). This is similar to 5c3-, but has lower FFCP and does not create a threat. It also leaves behind a soft stack for no reason. 
Me:

It took a long time to find a board state that was challenging but also had a clear "best move". On the frame below, I have played out one of the possible endings to this game, continuing to make road and flat threats by Black until guaranteeing a Gaelet win. It's not the only way this can play out, but I think all branches starting with 5c3- end similarly.





Puzzle #3 - El'the

What is Black's earliest missed Tinue in this game?

fwwwwibib:

The earliest I can find is at 23. Instead of 23. b6, a2 Black should play:

23. b6, 6c3+24'
24. b6-, b4+"

Black can then win at either d6 or e4, and White cannot disrupt both threats.


Me: I like this kind of Tinue puzzle because you don't even know the starting position. It was made even harder because I think I found 3 or 4 different areas of the game where Black could force a road win. Many responders went with 23. ... 4c3+, which is a perfectly sensible move in this case. It doesn't expose Black to much liability, puts White in Tak, and retains a central capstone. Unfortunately, it gives White's cap enough movement to muddle things up. The Tinue I was looking for required an atypical stack spread to form the citadel, block out White's cap, and secure the win. 




Thanks again to everyone!

I will be contacting the winners via email, starting with first place. Once they have made their decision on which capstone set they prefer, I will move on to second place and so on.

Saturday, February 2, 2019

Puzzle Contest!!!









First off, a big thank you to u/Londoner54 for making a graphic for this contest! If he doesn't win a pair, I think I'll make him a custom capstone set for his hard work!


If you haven't read the rules of this contest, go here first to get familiar.

Below are the 3 puzzles with links to the appropriate ptn.ninja page for those that prefer to submit their answers that way.



Puzzle #1 - E'lir

White to Play; White to Tinue

ptn.ninja link







Puzzle #2 - Re'lar

Black to Play; Best Move and Why

ptn.ninja link





Puzzle #3 - El'the

What is Black's earliest missed Tinue in this game?

ptn.ninja link





Have fun! I'll be posting the winners and their answers next Saturday evening!