Welcome to the network Time Vectors server. The Time Vectors challenge command is described here. Other commands are the same as for all pbmserv games.
timevectors challenge userid1 userid2 [userid3]
Starts a new game between userid1 and userid2, and optionally userid3.
Players take turns placing a piece of their colour on an empty board point. Note that the board is divided into four 4x4x4 quadrants. A player wins by creating a vector of four of their pieces in a row within a quadrant. The following example shows a number of winning vectors for both X and O (this will not happen during an actual game - at most one player can win):
A B C D E F G H
8 x
. . . . . . .
8
7 . x
. . . . . . 7
6 . . x . .
. . . 6
5 . . . x
. . . . 5
Level
S
4 . . . . .
. . . 4
3 . . . . .
. . . 3
2 . . . . .
. . o 2
1 x . . . .
. . . 1
8 .
. . . . . . .
8
7 . .
. . . . . . 7
6 . . .
. . . . . 6
5 . . . .
. . . . 5
Level
R
4 . . . . .
. . . 4
3 . . . . .
. . . 3
2 . . . . .
. o . 2
1 . x . . .
. . . 1
8 .
. . . o o o o
8
7 . .
. . . . . . 7
6 . . .
. . . . . 6
5 . . . .
. . . . 5
Level
Q
4 . . . . .
. . . 4
3 . . . . .
. . . 3
2 . . . . .
o . . 2
1 . . x . .
. . . 1
8 .
. . . . . . .
8
7 . .
. . . . . . 7
6 . . .
. . . . . 6
5 . . . .
. . . . 5
Level
P
4 . . . . .
. . . 4
3 . . . . .
. . . 3
2 . . . . o
. . . 2
1 . . . x .
. . . 1
A B C D E F G H
In addition, a player can win by creating a 4-in-a-row vector that visits each quadrant in clockwise or anticlockwise order. These are called "4th dimension" vectors and can be quite tricky to spot! The following example shows winning 4th dimension vectors for both X and O:
A B C D E F G H
8 x
. . . x . . .
8
7 . .
. . . . . . 7
6 . . . . .
. . . 6
5 . . . .
. . . . 5
Level
S
4 x . . . x
. . . 4
3 . . . . .
. . . 3
2 . . . . .
. . o 2
1 . . . . .
. . . 1
8 .
. . . . . . .
8
7 . .
. . . . . . 7
6 . . .
. . . o . 6
5 . . . .
. . . . 5
Level
R
4 . . . . .
. . . 4
3 . . . . .
. . . 3
2 . . . . .
. . . 2
1 . . . . .
. . . 1
8 .
. . . . . . .
8
7 . .
. . . . . . 7
6 . o
. . . . . . 6
5 . . . .
. . . . 5
Level
Q
4 . . . . .
. . . 4
3 . . . . .
. . . 3
2 . . . . .
. . . 2
1 . . . . .
. . . 1
8 .
. . . . . . .
8
7 . .
. . . . . . 7
6 . . .
. . . . . 6
5 . . . .
. . . . 5
Level
P
4 . . . . .
. . . 4
3 . . . . .
. . . 3
2 o . . . .
. . . 2
1 . . . . .
. . . 1
A B C D E F G H
A more detailed explanation of winning vectors can be found in the official Time Vectors manual.
X moves first. The move syntax is:
timevectors move board# userid password coord (where coord is in the form A3Q).
timevectors move board# userid password swap (swaps the first player).
The swap option is available on the second move only. This is a form of first-move equalisation so the first player does not make too strong an opening move.
Time Vectors rules and board design by J. David Barnhart (c) 1986, who gave
his permission for this implementation.
Time Vectors is manufactured by JDB
Games.
Implementation and help file by Cameron
Browne, January 2005.