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- Date: Fri, 10 Feb 1995 12:07:53 -0700
- To: jon@stekt.oulu.fi
- From: jte@PrimeNet.Com (Edward Jackman)
- Subject: teeko information
-
- TEEKO is a game invented by John Scarne and it may be the only game he
- invented that he didn't name after himself! I doubt very much you could
- buy a set now; the game was invented decades ago. It's played on a 5 x 5
- grid. Each player has 4 pawns. In the simplest version (there are several),
- players take turns placing pieces until all eight are on the board. Then they
- take turns moving one of their pieces as a chess king moves. The goal is to
- get 4 in a row, or 4 in a small square. (The advanced version allows four in
- a square to include the four corners of a square of any size.) He wrote a
- book called *Scarne on Teeko* which is fairly easy to find in a major library.
- Some of his other books, such as *Scarne on Games* may also include more
- detailed rules.
-
- Types of winning positions in Standard Teeko:
-
- - - - - - - - - - - - - - - - - - - - -
- a a a a - - b - - - - c - - - - - - - -
- - - - - - - b - - - - - c - - - - - - -
- - - - - - - b - - - - - - c - - d d - -
- - - - - - - b - - - - - - - c - d d - -
-
-
- Additional winning positions in Advanced Teeko:
-
- - - - - - f - - f - g - - - g
- - e - e - - - - - - - - - - -
- - - - - - - - - - - - - - - -
- - e - e - f - - f - - - - - -
- - - - - - - - - - - g - - - g
-
-
- Information from 'Scarne on Teeko', 1955:
-
- The simplest version is called 'Teeko 44 positions' because there are
- 44 possible winning positions. [Contrary to what Scarne claims, the game
- is a draw with rational play -- with only a little experience, a player
- should be able to force a draw regardless of what the opponent does. The game
- is deeper that tic-tac-toe, but not by much.]
-
- Scarne describes the 'Alternate Game'. During the placement phase, the
- player's opponent decides where the player drops his/her pieces.
- Scarne then gives six variations:
-
- 1: First placement as in Alternate game, the rest as in Standard game.
- 2: 1st and 2nd placement as in Alternate, 3rd and 4th as in Standard.
- 3: 1st - 3rd placments as in Alternate, 4th as in Standard.
- 4: First placement as in Standard game, the rest as in Alternate game.
- 5: 1st and 2nd placement as in Standard, 3rd and 4th as in Alternate.
- 6: 1st - 3rd placments as in Standard, 4th as in Alternate.
-
- for a total of 8 ways to play the game.
-
- Next he describes Advanced Teeko or 'Teeko 58 postions'. In addition to the
- standard 44 winning positions, a player wins by getting his/her pieces to
- form a square of any size -- 3x3, 4x4 or 5x5. Advanced Teeko may be played
- in any of the variations mentioned, making 16 ways to play. Advanced Teeko
- may be played with point scoring: 1 point for a 4x4 square, 2 points for
- a 3x3 square, 3 points for a 2x2 square, 4 points for a row in any direction,
- and 5 points for a 5x5 square.
-
- 'Scarne on Teeko' was revised and reprinted as late as 1961. I haven't
- seen the revision, but I believe the rules were modified as is reflected
- in 'Scarne's Encyclopedia of Games'.
-
-
- Information from 'Scarne's Encyclpedia of Games', 1973:
-
- Scarne later modified the rules of the standard game. The board
- is the same but each player has 4 pieces numbered from 1 to 4. The game
- is then the same as 'Standard Teeko' described above except for scoring.
- A player scores a number of points equal to the number on the piece moved
- (or placed) to form the winning position plus an additional 4 points if
- that piece is in the center or any of the four corners of the board.
- [There is no longer any point difference for different winning positions.]
-
- A B C D E
- = - - - = = - - - = = - - - = = - - - 2 = - - - 2
- - 1 3 4 - 2 1 3 4 - - 1 3 - - - - - 4 - - - - 4 -
- - 2 = - - - - = - - - 2 4 - - - - 1 - - - - 1 - -
- - - - - - - - - - - - - - - - - - 3 - - - 3 - - -
- = - - - = = - - - - = - - - = = - - - = = - - - =
-
- For example, if a player's pieces are in the positions in 'A', by
- moving the '2' piece the player can form a row and score 2 points
- as in 'B'. Better would be to instead move the '4' to form a square
- as in 'C' and score 8 points. (4 point bonus forming a winning position
- by moving onto the center space)
-
- In the position in 'D', moving the '3' to form a row as in 'E' scores
- 3 points, NOT 7 (or 11) as moving piece did not stop on the center
- or a corner.
-
-
- Scarne then describes using 'point drop' vs 'standard drop' in the opening.
- To do a point drop, a player says 'point', the opponent points to a space,
- then the player drops any piece on that space. The game may open any of
- these 16 ways:
-
-
- 1: S S S S 5: S P S S 9: P S S S 13: P P S S
- 2: S S S P 6: S P S P 10: P S S P 14: P P S P
- 3: S S P S 7: S P P S 11: P S P S 15: P P P S
- 4: S S P P 8: S P P P 12: P S P P 16: P P P P
-
- (S = Standard drop, P = Point drop)
- ==========================================================================
-
- It is our experience that though there are many traps, all variatons
- are draws with best play and that best play is not hard to achieve.
-
- One variation we've tried is 'Teeko 78 positions' -- a player wins by
- forming a square of any orientation and size:
-
- - h - - - - - i - - - - - j - - - k - -
- h - h - - i - - - - j - - - - - - - - -
- - h - - - - - - i - - - - - - k - - - k
- - - - - - - i - - - - - - - j - - - - -
- - - - - - - - - - - - j - - - - - k - -
-
- in addition to the winning postions in 'Teeko 58'.
-
- Edward Jackman
-
-
-
-