diff --git a/Tak.md b/Tak.md index d017600..16d6174 100644 --- a/Tak.md +++ b/Tak.md @@ -1,39 +1,95 @@ -## AI Overview +# **Tak — One-Page Rules Summary** -Here are the **Tak rules, as concise as possible**: +## **Objective** -**Objective** -Create a continuous path of your pieces (a *road*) connecting opposite edges of the board. +Build a continuous orthogonal path (*road*) of your pieces connecting opposite edges of the board. -**Setup** +--- -* Use a square board (commonly 5×5). -* Each player has flat stones, standing stones (*walls*), and one capstone. -* White places the first stone; Black chooses who goes first. +## **Components** -**Turn options (do ONE):** +* Square board (commonly 5×5) +* Each player receives: -1. **Place a piece** + * Flat stones + * Standing stones (*walls*) + * 1 capstone - * Place a **flat stone**, **standing stone (wall)**, or **capstone** on an empty space. - * On your first turn, you may place only a *flat stone* in an empty square (not on edges). +Only the **top piece** of a stack counts as controlling that square. -2. **Move a stack** +--- - * You may move a stack only if **your piece is on top**. - * Move the stack in a straight line, dropping at least one piece on each square passed. - * **Flat stones & capstones** may be moved onto; **walls** block movement *unless* the moving piece is a **capstone**, which can flatten a wall into a flat stone. +## **Game Start** -**Piece types** +1. **Swap opening**: -* **Flat stone:** part of a road. -* **Standing stone / wall:** blocks movement; not part of a road. -* **Capstone:** counts as flat for roads; can flatten walls. + * White places a flat stone. + * Black places a flat stone. +2. The game then begins with **White’s turn**. +3. Opening placements do **not** use up your piece supply. -**Winning** -You win by: +--- -1. **Road victory:** making a continuous connected path of your flat stones and capstones between opposite edges. -2. **Board fill / no moves:** if no more moves are possible, player with *more flat stones on the board* wins. +## **Turn Options (choose ONE)** + +### 1. **Place a piece on an empty square** + +* Flat stone +* Wall (standing stone) +* Capstone + **Except:** you may place only a flat stone on the first placement of the game. + +### 2. **Move a stack** + +* You may move a stack only if your piece is on top. +* Move in a straight line up to **board-size** spaces (e.g., max 5 on 5×5). +* When moving, you must **drop at least one stone per square**. +* You may not jump over pieces. +* Stones maintain their orientation; walls remain walls. + +--- + +## **Piece Behavior** + +### **Flat stone** + +* Counts for roads. + +### **Wall (standing stone)** + +* Blocks movement. +* Does **not** count for roads. + +### **Capstone** + +* Counts as flat for roads. +* Cannot be moved onto by any piece. +* Can **flatten a wall** by moving onto it, turning it into a flat stone (of its original owner). + +--- + +## **Road Rules** + +* Roads connect opposite board edges **orthogonally**. +* Only **top flat stones and capstones** count. +* Stacks do not matter—only the top piece. + +--- + +## **Game End** + +The game ends immediately when any of the following occur: + +1. **Road victory** — a completed road (that player wins). +2. **Board is full.** +3. **A player uses all pieces.** + +If no road exists: + +* Count only **flat stones visible on top**. +* Player with **more top flats** wins. + +--- + +If you want, I can format this as a printable PDF or create a minimalist graphic version. -That’s the core Tak rules in minimal form.