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