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Saturday, December 14, 2019

Puzzle #123: Black to Play; Black to Tinue

Hello, all!

I spent last weekend at PAX and had a great time! Our USTA tournament went very smoothly, I got to play some casual Tak, and relaxed with friends enjoying good food and board games.

I should probably be writing a post mortem about PAX, but I got excited about ptn.ninja version 3, and so I built a puzzle using the new interface. If you haven't experienced it yet, go check it out!

For those new to my puzzles, I try to post one every other Saturday night (EST) and respond to 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. 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, November 16, 2019

Puzzle #122: Mistakes Were Made? Tinue?

Hello, Takkers!

I have been in the unfortunate situation lately of not having much Tak time. I was able to sit down to a game while riding earlier this week, in an effort to shake off some rust and get back in the game, so to speak. The puzzle tonight comes from that game.

There are 2 goals to tonight's puzzle: 1) What mistakes can you see (for either side)? 2) The game ended abruptly (I went through a tunnel and lost cell signal), but I believe the end is Tinue for White. What is the Tinue sequence?

For those new to my puzzles, I try to post one every other Saturday night (EST) and respond to 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. 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, October 5, 2019

Puzzle #121: Black to Play; Black to Tinue

Hello, all!

For those new to my puzzles, I try my best to post one every other 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!!


Sunday, September 22, 2019

Puzzle #120: White to Play; White to Tinue

Hello, Takkers!

I thought I had a good Tinue avoidance puzzle for this week, but I just kept finding ways for White to win :)

For those new to my puzzles, I try my best to post one every other Saturday night (EST) and respond to 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. 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, September 7, 2019

Puzzle #119: White to Play; White to Tinue

Hello, Takkers!

For those new to my puzzles, I try my best to post one every other Saturday night (EST) and respond to 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. 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, August 24, 2019

Puzzle #118: Black to Play; Black to Tinue

Hello, Takkers!

Here is a nice puzzle user ManaT shared with me from a game he played last week. I hope you find it as enjoyable as I did! If you have a board state that you would like made into a puzzle, just let me know and I can post it, or help you do the same.

For those new to my puzzles, I try my best to post one every other 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, August 10, 2019

GenCon Post Mortem & Puzzle #117

With my second GenCon in the books, and my routine somewhat recovered, I thought I'd take a few minutes and offer my thoughts on the event.




The USTA held 6 events this year:  3 Learn to Play/Casual events, 2 Swiss/Round Robin tournament qualifiers, and a Double Elimination finals containing the top 4 from each qualifier. All events were successful! We had a good turnout, no issues with equipment or people, and all who attended seemed to enjoy themselves. We welcome feedback about these events so that we can continue to cater to what the community wants. We have already received some tips for next year and will try to work those in to our plans.


We were lucky to have Greater than Games as our major sponsor this year. They provided the means to offer bigger prizes and, just as importantly, if not more so, they let us hold the finals in their demo room. While the play hall is nice for visibility, it lacks the professionalism and the reduced ambient noise that the demo room offers.




Being a bigger company than Cheapass Games means that GtG was able to advertise more at the convention. It was extremely nice to see Tak in big, bold letters in the main corridor at the convention, where 70,000 walked by throughout the long weekend. This kind of publicity should help our small game grow in popularity quicker than the word of mouth advertising we have been relying on.

                                                       


I got to see my puzzles in print after happening upon the Game Trade Magazine booth! This was exciting, as I have only seen the pdf proofs up until now.


Outside of the Tak events, I crammed in as much fun as I could. I participated in a one-off D&D session, survived the True Dungeon, stayed up way too late, played some new games, walked the exhibition hall, and made a couple crafted items for my kids. Even though I overbooked this year and had to skip 3 of my events because of reasons like eating, I regret nothing. I would rather pack it to bursting than waste time during this once a year happening.


                 


The most amazing part of GenCon:  the people that attend. It is incredible to be able to interact with such nice people that, while they may not share your exact interests, are willing to listen to you babble on about them...and then tell you about their interests with such passion that it makes you want to go out right now and try it. If you have never been, I highly recommend looking into it next year!


P.S. Here's a White-to-Move Tinue puzzle from one of the tournament qualifiers that I chanced upon:


















Saturday, July 20, 2019

A Proposed Method for FPA Compensation

First Player Advantage (FPA) Compensation

For instances when a match consists of a single game instead of a pair.

I enjoy playing both as Black and White in casual and tournament settings. The difference in strategies appeals to me, and, on size 6, the FPA is lessened enough (compared to size 5 and smaller) to make playing Black more than an exercise in futility when playing a skilled opponent.

However, this topic comes up frequently on the boards, and, since the playtak database is offline tonight and hindering my puzzle, I decided to flesh out an idea that has been bouncing around my head.

The goal of any FPA "solution" should be to maximize player satisfaction. FPA-compensated Tak should retain all the complexity of the standard game. The only difference should be that you walk away from the table satisfied that, after only 1 game, the declared winner played the better game.

For those unfamiliar with FPA in regards to Tak, it boils down to this: First Player can make a Tak threat first, forcing Second Player to either capture or place a wall. This initial pressure causes 4 intertwined disadvantages for the Second Player:

1. Second Player disrupts their board position in order to defend against this first salvo.

2. Second Player loses the opportunity to place a stone because they use a turn to capture. This affects their reserve stones, meaning that they are at a disadvantage during the end game because the first player with 1 stone remaining can decide when to end the game.

3. Second Player incurs prisoner liability as a result of the capture.

4. Second Player is not able to increase their flat count because of the capture.

These disadvantages can snowball, as a skilled First Player leverages them into an increasingly beneficial board state for themselves.

My presented FPA compensation is a combination of 3 methods that attempts to both reduce the initial momentum of this snowball and lessen its impact on the game's result.

1. Pie start (positional compensation)

First Player places 3 stones of each color.
Second Player chooses which color to play.

2.  Choose Cairn (prisoner liability and reserve stone compensation)

Second Player puts a flat stone from their reserve under an existing pie stone.

3. Komi (flat count compensation)

If the game ends by any means requiring a flat count, Black gets +1 to their flat count.

This solution can be easily adjusted as time goes by and more data is collected. Each part can be tweaked: the number of stones used in the pie start, the number of cairns, and the komi can all be increased or decreased, making this solution adaptable and customizable. It also leaves gameplay mechanics intact except for the initial stone placements.

I look forward to trying this out soon!

Saturday, July 6, 2019

Puzzle #116: White to Play; White to Tinue

Hello, Takkers!

Another size 5 puzzle to help balance out the size 6 ones that nqeron is posting, this one comes from an Aaaarghbot game I played early in the week. It did not end in Tinue, but I found this branch while reviewing the game and thought it was a really interesting one.

For those new to my puzzles, I try my best to post one every other 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, June 22, 2019

Puzzle #115: Black to Play; Black to Tinue

Hello, all!

Here is a fantastic (in my opinion) puzzle. See if you find it as interesting as I do!

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, June 8, 2019

Puzzle #114: White to Play; White to Tinue

Hello, Takkers!

I have a size 5 puzzle for you tonight that I found fun. This was a game I played against a bot this past week. I ran out of time on this board state, while plotting and planning. So, let's see if your plots and plans are the same as mine.

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!!


Monday, May 27, 2019

Puzzle #113: Black to Play; Best Move

Hello, Takolytes!


Nqeron has been paying since nice 6x6 puzzles, so I thought I'd post a size 5 one.

Here's a game I played against Aaaarghbot early in the week. It ended in Tinue, but I thought this point in the game was the turning point, so I made it  Bestinto a Move puzzle. What would you do at this point in the game and why?

For those new to my puzzles, I try my best to post one every Saturday night (EST) and respond to 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?).

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.


The new Reddit spoiler tag is shown below:

>!spoiler!<

Ex:  >!35. a3> 3b2+!<


** 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.



Thank you and enjoy!!

Sunday, May 5, 2019

Puzzle #112: How to Reinvigorate the Online Tak Community?

Hello Takkers!

First off, an apology:  I missed my normal Saturday evening puzzle post because I was out of town for a wedding. Usually, when I go out of town, I have enough time during the week prior to write the post and then just click publish when I'm out of town. But, last week kind of got away from me and I ended up with nothing.

Traveling did give me some quality time to talk to my wife about how things are going in the Tak world, mainly, that we seem to be in a slump when it comes to actual games being played/requested on Playtak/Discord. I think this slump carries over into other aspects of online Tak presence:  i.e. less participation in puzzles, fewer contributions to the subreddit, and a less inviting experience for new players. No one wants to get excited about a game only to visit the community sites and see them dark for days in a row.

My wife and I went back and forth on some different things I could personally do to help increase activity, and landed on a biweekly game night. So, in place of my puzzle every other Saturday, I will be trying to organize a game night. Not a competitive thing, but casual games to rediscover and reinvigorate playtak.com. Probably starting around 8pm EST, and open to all skill levels, we can gather and play some quality human vs human games.

Let me know what you think. I know this has been tried before, but I believe it's worth another try.

Let's get the Tak ball rolling again!


Saturday, April 27, 2019

Puzzle #Eleventy-One: White to Play; White to Tinue

Hello, Takkers!

I hope everyone is having a great weekend, full of relaxing, reading, and second breakfasts!

Here's a puzzle to solve while you sit and rub your bellies afterwards.

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, April 20, 2019

Puzzle #110: Black to Play; Best Move

Hello, Takolytes!

Nqeron sent me another game this week to make into a puzzle. Thanks, man! I chose a Best Move puzzle from the mid game. What would you do at this point in the game and why?

For those new to my puzzles, I try my best to post one every Saturday night (EST) and respond to 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?).

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.


The new Reddit spoiler tag is shown below:

>!spoiler!<

Ex:  >!35. a3> 3b2+!<


** 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.



Thank you and enjoy!!

Saturday, April 13, 2019

Puzzle #109: White to Play; White to Tinue

Hello, everyone!

Here's a neat one from a quick game early this week. Remember, you can send in any board state you want me to make a puzzle from. Alternately, I can guide you on how to make your own if you want to post it yourself.

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, April 6, 2019

Puzzle #108: White to Play; Best Move

Hello, all!

This week's puzzle is from a board state sent to me by nqeron and fits in nicely, since it is kind of the reverse of last week's, except the situation is not quite as dire. What would you do in this scenario as White to defend against Black's road threat? How do you see Black responding? You can take this out 1 move or a dozen; whatever you are in the mood for.

For those new to my puzzles, I try my best to post one every Saturday night (EST) and answer responses 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?).

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, March 30, 2019

Puzzle #107: Black to Play; Best Move

Hello, Takkers!

It's a pretty dire position for Black this week. But, even when the tide is against you, you should still be trying to play your best.

So...what is your best move? Why?

Next week, I have a puzzle sent in by nqeron for you all to solve.

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?).

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, March 23, 2019

Puzzle #106: White to Play; White to Tinue

Hello, Takolytes!

I only played 2 Tak games this week. 1 against Aaaarghbot and 1 against IntuitionBot. Here is a Tinue from the AaaarghBot game. Hopefully this next week will hold more time for Tak!

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, March 16, 2019

Puzzle #105: White's Blunder

Hello, Takkers!

I had a crazy work week, and also wanted to change things up just a bit, so, I'm trying a new kind of puzzle from a very quick game against IntuitionBot I played after dinner tonight.

The goal of this puzzle is to find White's biggest blunder during the game. This could be something like a weak stone placement, an inappropriate capture, a missed Tinue opportunity, etc. Please go into at least a little detail with your answer. Enough so others can see your thought process for your choice.

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?).

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, March 9, 2019

Puzzle #104: White to Play; White to Tinue


Hello, all!

Here's a neat one from a game last week I played against Aaaarghbot. I've been trying out some wacky openings on size 5 just for fun. Some of them ended fairly well for me. But, this one, I got crushed :) But, losing is learning, right? And it gave a neat puzzle, too.

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, March 2, 2019

Puzzle #103: Black to Play; Black to Tinue

Hello, Takkers!

No time to really play this week, but I pulled this one from a game last week. Hopefully I'll get some more material this week, depending on how work goes.

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 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.