diff --git a/Tak.md b/Tak.md new file mode 100644 index 0000000..d017600 --- /dev/null +++ b/Tak.md @@ -0,0 +1,39 @@ +## AI Overview + +Here are the **Tak rules, as concise as possible**: + +**Objective** +Create a continuous path of your pieces (a *road*) 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. + +**Turn options (do ONE):** + +1. **Place a piece** + + * 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). + +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. + +**Piece types** + +* **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. + +**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. + +That’s the core Tak rules in minimal form.