Help For TraxIntroductionWelcome to the network Trax server. The rules of Trax are in the Trax FAQ below. The commands are the same for all pbmserv games. TRAX Frequently Asked Questions This FAQ is copyright 1994-1998 by Donald Bailey. The rules are copyright by David Smith, and are used here with permission. Any suggestions, questions, or comments should be sent to Donald Bailey: D.G.Bailey@massey.ac.nz Last modified: 2 February 1999 ---------------------------------------------------------------------- CONTENTS: A: INTRODUCTION 1. What is TRAX? 2. What is required to play TRAX? 3. Where can I obtain a set? 4. What is the history of TRAX? B: RULES 1. How is TRAX played? 2. What is SUPERTRAX? 3. What happens if we both win on the same move? 4. What is the precise definition of a "line" for win purposes? C: DEFINITIONS 1. What is a "forced play"? 2. What is a "loop attack"? 3. What is a "corner"? 4. What is a "connectable pair"? 5. What is a "cave"? 6. What is an "L threat"? 7. What is an "edge threat"? D: NOTATION 1. How do I record a game (other than drawing the position each turn)? 2. I have seen another notation system, how does it work? E: STRATEGY 1. Which is more important, loops or lines? 2. How can I tell who has the best position? 3. If I don't know what to do, what is wrong with attacking? 4. When should I attack? 5. When should I start worrying about my opponent's lines? 6. What are the typical stages of a TRAX game? 7. What is the strategic significance of caves? 8. Are there any general principles for how to play well? 9. How can I find out more about TRAX strategy? F: ORGANISATIONS 1. TRAX server 2. Mailing list 3. Clubs 4. Tournaments ACKNOWLEDGEMENTS ---------------------------------------------------------------------- A: INTRODUCTION ---------------------------------------------------------------------- A1) What is TRAX? TRAX is a strategy game for two players, that relies on pure skill. It is played with a set of identical tiles with sections of black and white track on them. Players take turns at playing the tiles, with the purpose of completing either a closed loop of their colour or continuous path from one side to the other of the playing area (either horizontally or vertically). While TRAX is a simple game to learn, there is plenty of scope for strategic play. Like many other strategy games, TRAX can be played at a range of levels. Learning to play TRAX is one thing, learning to play well is another. That is why TRAX has often been called "The game for those who love a challenge!" ---------------------------------------------------------------------- A2) What is required to play TRAX? _____________ _____________ | | | | | | | | | | | | | / / | | | | | |___/ / | |#############| |____/ ####| | | | | | #### | | | | | | ## | |_____|_|_____| |_____##______| TRAX is a game played with a set of identical tiles. These tiles have white and black straight sections on one side and white and black curved sections on the other. Most commonly, tiles are red plastic measuring 31.5 mm square, 6.4 mm thick. The black and white paths are hand painted in recesses 5.5 mm wide. A TRAX set usually contains 64 tiles. In addition to the tiles, all you need is a flat surface on which to play. ---------------------------------------------------------------------- A3) Where can I obtain a set? Sets have been published in many countries around the world, in a variety of styles of packaging. If you are unable to find a set in your area, a list of mail order distributors may be found at: http://trax.massey.ac.nz/trax/sets.html ---------------------------------------------------------------------- A4) What is the history of TRAX? TRAX was invented in New Zealand in 1980 by David Smith. It was first published in New Zealand and the United States in 1982. It is now published and played virtually worldwide. The first club was the Canterbury TRAX Club formed in 1985 in Christchurch NZ. TRAX was a Games 100 game from 1982 to 1986, and won the Parents' Choice Magazine's Gold Seal Award in 1987. ---------------------------------------------------------------------- B: RULES ---------------------------------------------------------------------- B1) How is TRAX played? Note: as TRAX is a proprietry game these rules are copyright by David Smith. They have been reproduced here with permission. Definitions: 1. TRAX is played with identical square tiles on which sections of black and white track join adjacent edges on one side and opposite edges on the other side. 2. Two players determine by prior agreement who shall be represented by each coloured track. 3. THE GAME IS WON by the player whose track forms a LOOP or a LINE (a) during that player's completed turn or (b) during an opponent's completed turn in which the opponent's track does not also form a loop or a line. 4. A LOOP is a continuous path of track that connects with itself. +--#--+--#--+--#--+ | # | # | # | ## ooooooooo ## | o | # | o | A white loop: +--o--+--#--+--o--+ | o | # | o | ## ooooooooo ## | # | # | # | +--#--+--#--+--#--+ 5. A LINE is a continuous path of track that connects opposite and outermost edges of the tiles in play, over at least 8 rows of tiles, across or down. +--#--+--#--+--#--+--o--+--#--+ | # | # | # | o | # | ## ooooooooo ### oooooooo | o | # | o | # | # | +--o--+--o--+--#--+--o--+--#--+--#--+--#--+ | o | o | # | o | # | # | # | A horizontal white line: oo ### ooo ### oooooooooooooooooooo | # | # | o | # | # | # | # | +--#--+--#--+--#--+--o--+--#--+--#--+--#--+--#--+ | # | # | # | o | # | oooooooooooooooooooo ### oo | # | # | # | # | o | +--#--+--#--+--#--+--#--+--o--+ Rules of Play 1. Commencing with the White player, each player at each turn places a tile, either side up, on any flat surface. 2. After the first turn, each tile must be placed EDGE TO EDGE alongside any tile or tiles already in play so as to ALWAYS JOIN sections of same coloured track to each other. eg +--o--+ +--o--+ +--o--+--o--+ | o | | o | | o | o | oo ## <= ###o### giving oo ####o### | # | | o | | # | o | +--#--+ +--o--+ +--#--+--o--+ 3. Each player may join track of EITHER OR BOTH colours in any turn. 4. FORCED PLAYS- If a tile played in any turn forms an adjacent space or spaces into which SAME COLOURED TRACK enters from TWO EDGES, that same player MUST PLAY a further tile into each such space so as to JOIN UP the same coloured track, be it white or black, as part of that turn. A forced play may itself require further forced plays to be made. A turn is not complete until the only remaining spaces are either single edged spaces or two edged spaces entered by track of BOTH COLOURS. eg playing this forces this then this giving this +--o--+ +--#--+ +--o--+--#--+ +--o--+--#--+ +--o--+--#--+ | o | | # | | o | # | | o | # | | o | # | ## oo<oo ## ## ooo ## ## ooo ## ## ooo ## | # | | o | | # | o | | # | o | | # | o | +--#--+ +--o--+ +--#--+--o--+ +--#--+--o--+ +--#--+--o--+ | # | | # | +--o--+ | # | o | | # | o | ooooooo ooooooo | o | oooooooo ## oooooooo ## | # | | # | oo ## | # | # | | # | # | +--#--+ +--#--+ | # | +--#--+--#--+ +--#--+--#--+ | # | | # | +--#--+ | # | +--#--+ | # | # | oo ## oo ## oo ## | # | oo ### oo | o | | o | | o | ## oo | o | o | +--o--+ +--o--+ +--o--+ | o | +--o--+--o--+ +--o--+ 5. ILLEGAL TURN- If a forced play forms an adjacent space into which same coloured track enters from MORE THAN TWO EDGES, that whole turn is ILLEGAL and uncomplete and must be replayed. SHORT GAME By prior agreement, a version of TRAX may be played which is limited to 8 rows across and down. As these limits are reached, tiles must be played into remaining spaces until a win is achieved or all tiles that can be legally played have been played, in which case the game is DRAWN. Copyright (c) 1996 David L Smith, 18 Roscrea Place, Ohoka, NZ ------------------------------------------------------------------------ B2) What is SUPERTRAX? SUPERTRAX is the name that used to distinguish what is now simply called TRAX from the short 8x8 version. TRAX is thus the standard game and is used for all tournament and serious play. Being played to a finish, draws are not possible. 8x8 TRAX is more of a friendly game, and can be drawn ------------------------------------------------------------------------ B3) What happens if we both win on the same move? This is a win for the player who made the move (see rule 3). Some older sets contain rules for 8x8 TRAX which say that this is a draw. There has been a rule change since these rules were printed to make 8x8 TRAX consistent with TRAX. ------------------------------------------------------------------------ B4) What is the precise definition of a "line" for win purposes? A line is a single path of track that joins the outermost opposite edges of the playing area across at least 8 rows or columns. The line does not have be a straight path, it may be as convoluted as you like, as long as it reaches the outermost opposite edges of the playing area. The two ends of the line do not even need to be directly opposite, as long as they come out somewhere on the opposite sides. In other words one end of a horizontal line must come out on the left hand side of the leftmost tile in the playing area, and the other end must come out on the right hand side of the rightmost tile in the playing area. Similarly for vertical lines. (See rule 5). ------------------------------------------------------------------------ C: DEFINITIONS ------------------------------------------------------------------------ C1) What is a "forced play"? A forced play is the playing of a tile into any space formed played tile in any turn into which same coloured track enters from two edges (see rule 4). Note: Computer programs such as WinTRAX and Doby make these forced plays automatically as required. Only in across the table must you and your opponent play them for yourselves. ------------------------------------------------------------------------ C2) What is a "loop attack"? A loop attack is any path which may be made into a loop in a single turn. An attack by your opponent must be defended immediately, otherwise you will lose the game. There are two sorts of loop attacks: +--o--+--o--+ +--o--+--#--+--o--+ | o | o | | o | # | o | narrow ## ooo ## and wide ## ooooooooo ## | # | # | | # | # | # | +--#--+--#--+ +--#--+--#--+--#--+ The narrow loop attack is closed by turning either end of the attack toward the other. The wide attack is closed by playig a straight in the centre. ------------------------------------------------------------------------ C3) What is a "corner"? A corner is any single path that may be formed into a loop attack in a single turn. The simplest type of corner is a single curve. Corners are important in TRAX because they represent attacking potential. Examples of white corners: +--o--+--#--+ +--o--+--#--+--#--+--#--+--o--+ | o | # | | o | # | # | # | o | ## oooooooo ## ooooooooooooooooooooo ## | # | # | | # | # | # | # | # | +--#--+--#--+ +--#--+--#--+--#--+--#--+--#--+ Note that a corner can be made into an attack in two ways, by turning either end around toward the other. ------------------------------------------------------------------------ C4) What is a "connectable pair"? A connectable pair is a pair of adjacent paths, which when linked at either end, will result in a loop attack at the other end. Connectable pairs and corners are of similar importance in terms of potential. +--o--+--#--+--o--+ | o | # | o | A white connectable pair: ## ooo ####o### | # | o | o | +--#--+--o--+--o--+ ------------------------------------------------------------------------ C5) What is a "cave"? A cave is an empty region of the playing area which has tile on three or four sides. An example of a cave: +--#--+ +--#--+ | # | | # | ## oo oo ## | o | | o | +--o--+--#--+--#--+--o--+ | o | # | # | o | oo ### ooooooooo ## | # | o | # | # | +--#--+--o--+--#--+--#--+ ------------------------------------------------------------------------ C6) What is an "L threat"? An L is a special case of a 2-stage threat where 2 simultaneous attacks may be made by playing into an L shaped region. The simplest L is as follows: +--o--+ | o | oo ## | # | +--o--+--#--+--#--+ | o | # | # | oo ### oooooooo | # | o | # | +--#--+--o--+--#--+ By playing a tile curves upwards into the space at the top of the L so as to form a loop attack (A1\), the forced play that results also forms forms a second loop attack in the SAME TURN. ------------------------------------------------------------------------ C7) What is a "edge threat"? An edge threat is a special case of a 3-stage threat where a loop attack can be made at one end of the edge at the same time as forming an L threat at the other end. Since the other player must defend the attack, on the next turn the attacking player can use the L. The basic edge threat is: +--o--+--#--+--#--+--o--+ | o | # | # | o | oo ### ### oo | # # | +-- --+ By playing a tile curves upward into the space at one end of the edge so as to form a loop attack to the right end, the forced play forms an L threat at the back of it on the left end. ------------------------------------------------------------------------ D: NOTATION ------------------------------------------------------------------------ D1) How do I record a game (other than drawing the position each turn)? 1. For notation purposes, the orientation of the playing area is determined by the orientation of the first tile played in the game: Top Top +--o--+ +--o--+ | o | | o | If curves: Left oo ## Right If straights: Left ####### Right | # | | o | +--#--+ +--o--+ Bottom Bottom 2. Only the first tile in played in each turn is recorded as the forced plays are self evident. The location and orientation of the tile is recorded using a three part code in the form: <column><row><tile>. 3. <column> is the column in which the tile is played, counting from the left of the overall position. Use @ for the leftmost empty column followed by A to Z, AA to AZ, BA etc. 4. <row> is the row in which the tile is played, counting from the top of the overall position. Use 0 for the topmost empty row, followed by 1, 2, 3, etc. 5. <tile> is the tile that is played. Use "+" for a straight tile, and either "/" or "\" for curves according to the orientation of the curved paths on the tile. +--o--+ +--#--+ +--#--+ +--o--+ | o | | # | | # | | o | ie "/" is used for oo ## or ## oo and "\" for oo ## or ## oo | # | | o | | o | | # | +--#--+ +--o--+ +--o--+ +--#--+ 6. The first move of the game is either @0/ or @0+ 7. Moves are numbered consecutively, with White playing the odd numbered moves, and Black playing the even numbered moves. ------------------------------------------------------------------------ D2) I have seen another notation system, how does it work? Prior to the end of 1997, a variation of the above notation was used. * A letter is used to denote the column played reading left to right after the tile is played. * A number is used to denote the row played reading top to bottom after the tile is played. * The third symbol is a letter indicates the tile played: S is used whenever straights are played C is used whenever curves is played as the first tile or against 2 edges otherwise U, D, L or R are used when the track extended is turned up, down, left or right respectively. In the rare circumstance when a curve is played across the mouth of a cave and the symbol C is ambiguous, the direction that the white track is extended should be specified. The order of the first two symbols is reversed to distinguish a tile played above rather than to the left of the top left corner. 1A ,--. A1 | | B1 `--' A2 For notational purposes, the first tile must be played with the white line vertical (if straights) or between the top and left corners (if curves) ie +--o--+ +--o--+ | o | | o | either ###o### or oo ## | o | | # | +--o--+ +--#--+ Note that this notation is not incompatible with the new notation. ------------------------------------------------------------------------ E: STRATEGY ------------------------------------------------------------------------ E1) Which is more important, loops or lines? They are both equally important. TRAX is all about a balance in between the two. Defending loops tends to straighten them into lines, while defending lines tends to bend them into loops. This said, loops are faster to make since any corner can be made into an attack. They are also easier to defend (usually). Lines take several turns to build, and are more obviously threatening because you can see them grow. They are also harder to defend, often requiring several turns. ------------------------------------------------------------------------ E2) How can I tell who has the best position? This is a difficult question. The most straight forward approach is to look at attacking potential. The number of corners and connectable pairs that a player has gives an indication of the attacking potential of that player. Corners and connectable pairs form part of more complex multiple stage threats such as Ls and edges. If there are strong line possibilities, then these should be counted as well. Note that the approach of counting corners does not take into account their position relative to the rest of the playing area. It is possible to have only a single corner and be able to win the game, or have many corners yet have a relatively weak position. The strength of a position also depends on who has the initiative. A more detailed analysis is beyond the scope here. Having said this, corner counting does provide a useful FIRST ESTIMATE of the strength of a position. ------------------------------------------------------------------------ E3) If I don't know what to do, what is wrong with attacking? This is one of the most common strategic errors of new TRAX players. Corners represent attacking potential. However, by making an attack prematurely, you actually weaken your position. The reason for this is twofold. First, when you attack, you use up a corner, reducing your potential. Second, when your opponent defends, they can usually do so in a way that gains them a corner. So, in general, you not only weaken your own position, but also strengthen your opponent. If you don't know what to do, don't attack. Kill one of your opponent's corners instead. ------------------------------------------------------------------------ E4) When should I attack? Given that attacking without purpose more often than not harms a position, the best time to attack is when it helps the position. There are three circumstances where this is the case: 1. When you can force a win. 2. When your opponent has several independent threats (which cannot be defended simultaneously). 3. If after the attack or attack sequence is over, your position has improved regardless of what defences your opponent makes. Care needs to be taken with case 1 since it is very easy to overlook a counterattack, which can be fatal. If there are corners around that will cause counterattack problems, it is usually better to defend the potential counterattacks before starting the attack sequence. ------------------------------------------------------------------------ E5) When should I start worrying about my opponent's lines? There is no easy answer to this. Probably as soon as you recognise them! Lines can be a problem from about 3 tiles long if that is all there is. ie if the playing area is only 3 tiles wide and the line is the same length, it could easily become a serious threat. Also, segments which are on their own on one side of the playing area (without any other lines of the same colour) can also be dangerous since they can easily grow very quickly. Some hints for defending lines: 1. Start early! A line threat can take several turns to defend properly. 2. Turn lines toward your own corners to slow them down. 3. The best way of defending a line is to link it back to a parallel path. 4. Be careful when turning a line back that you don't give your opponent a loop threat. ------------------------------------------------------------------------ E6) What are the typical stages of a TRAX game? A typical game goes through at least three stages: 1. the opening, where players are jostling for initial advantage. Any mistakes at this stage usually result in loop wins. 2. the growing stage, as the position approaches and passes through the 8x8 threshold. Often lines, if there are any present, can become critical during this stage. Losses here can be either loops or lines. 3. after the position becomes much bigger, line threats usually lose their significance, and loop threats tend to predominate. As the position gets larger it tends to become more and more unstable, until one player gradually loses the advantage and loses. ------------------------------------------------------------------------ E7) What is the strategic significance of caves? Playing in caves generally results in more forced moves than playing elsewhere on the playing area. This can make it harder to see what is going to happen as a result of the move. This is made worse by some moves in caves being illegal. For these reasons, most players do not like caves and tend to fill them at the earliest opportunity. However, in spite of their difficulties, caves have two aspects that make them important. Certain attacks into caves are not able to be defended. Therefore cave attacks provide an alternative to Ls and other multiple loop threats for forcing a win. The second significance of caves is that it is possible to have caves in which there are no legal moves. Such "dead" caves can provide an extremely strong defensive element since any lines entering the cave can no longer be used in a win as they cannot be joined. Lines and loop threats may be defended permanently by linking them to a path going into a dead cave. ------------------------------------------------------------------------ E8) Are there any general principles for how to play well? Detailed long term strategies are very hard to form. Most threats tend to be fairly localised so the game tends to progress from one hot spot to another. TRAX is more of a waiting game - playing for long term advantage in terms of potential, while seizing whatever opportunities your opponent gives you. Several general principles that I have found helpful: 1. Kill your opponent's corners, replacing them with your own. 2. Keep your options open. If a path can be used for either a loop or a line, don't commit it either way. Work on something else and wait for your opponent to make the move for you. That way you gain a turn. 3. Do not make pointless attacks or even pointless Ls. You lose attacking potential when your opponent defends them. 4. Where possible, try to make your move do more than one thing. Don't just defend, but defend and set up a threat for yourself at the same time. 5. Play in such a way as to limit the number of safe moves your opponent has. Your opponent is then more likely to make a mistake and give you the game. 6. Use sacrifice to good advantage. If you can set up something obvious (such as an L or an edge) at the same time as setting up something more subtle, most players will see the obvious threat, and fall for the subtle. In other words you can sacrifice some corners or even a strong line to improve your overall position. ------------------------------------------------------------------------ E9) How can I find out more about TRAX strategy? An excellent introduction to TRAX strategy can be found in "TRAX Strategy for Beginners", by Donald G Bailey. Published by D.G. Bailey, 1 Salisbury Ave, Palmerston North, New Zealand. (1992) ISBN 0-473-01592-7 E-mail D.G.Bailey@massey.ac.nz or look at http://trax.massey.ac.nz/trax/books.html for more information. The other approach is to download the set of commented games found in the resource index at http://trax.massey.ac.nz ------------------------------------------------------------------------ F: ORGANISATIONS ------------------------------------------------------------------------ F1) TRAX server An automated e-mail server has been set up to moderate TRAX (and many other) games. The server address is: pbmserv@gamerz.net. Send a mail message to the server with help in the subject line to get information on how to use the server. Note that all commands to the server must be sent in the subject line. Contact Richard Rognlie at rrognlie@gamerz.net if you have problems with the server. ------------------------------------------------------------------------ F2) Mailing list There are 3 TRAX related mailing lists: * trax@gamerz.net This is a TRAX specific mailing list. This may be used for any communication or discussion on TRAX. To subscribe to this mailing list, send e-mail to majordomo@gamerz.net with subscribe trax in the body of your message. Contact Richard Rognlie at rrognlie@gamerz.net if you have problems. * pbmserv-users@gamerz.net May be used to request challenges on the server. You automatically subscribe to this mailing list when you sign on to the server. * ita@gamerz.net Send information or questions to the International Trax Association executive. ------------------------------------------------------------------------- F3) Clubs There are several TRAX clubs in various countries around the world, and many other games clubs where TRAX is played regularly. For a list of known TRAX clubs, refer to http://trax.massey.ac.nz/trax/clubs.html ------------------------------------------------------------------------- F4) Tournaments Many of the clubs listed above have annual tournaments. An annual e-mail tournaments is also held on the TRAX server. This tournament is announced on the pbmserv mailing list and in the rec.games.abstract and rec.games.pbm newsgroups. The world TRAX championship is held every two years on even years. This consists of a series of regional qualifier tournaments, the winners of which proceed to the Candidate's tournament. The winner of the Candidate's tournament challenges the incumbent champion in the Challenge Match. For a list of ITA organised tournaments, refer to http://trax.massey.ac.nz/tourneys/ ------------------------------------------------------------------------- ACKNOWLEDGEMENTS: Particular thanks go to David Smith, the inventor and owner of the rights of TRAX, for his permission to include the rules, and support for the FAQ. Many thanks to the many people who have asked questions, without which we wouldn't have a FAQ sheet, and for people's helpful suggestions regarding the arrangement of material presented here.
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