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- Newsgroups: rec.games.abstract
- Path: sparky!uunet!well!well.sf.ca.us!rbr
- From: rbr@well.sf.ca.us (Bob Rossney)
- Subject: Re: Twixt - please comment
- Message-ID: <rbr.725994360@well.sf.ca.us>
- Sender: news@well.sf.ca.us
- Organization: Whole Earth 'Lectronic Link
- References: <1992Dec22.010818.553@news.wesleyan.edu>
- Date: Sat, 2 Jan 1993 17:06:00 GMT
- Lines: 18
-
- In <1992Dec22.010818.553@news.wesleyan.edu> CDRESSER@eagle.wesleyan.edu (CLAYTON J. DRESSER) writes:
-
- >Twixt is a game that was released as a board game by Avalon Hill in the 60s
- >and I've always thought it was really cool and even considered trying to
- >get a computer to play it.
-
- Twixt was originally released by 3M, not Avalon Hill. When 3M got out of
- the board game business they sold their line to Avalon Hill (which is why
- AH now publishes Acquire, Oh Wah Ree, Auction, and Feudal, among others).
- Twixt was designed by Alex Randolph, a fine and prolific game inventor.
-
- The problem with Twixt, if indeed it's a problem, is that it's difficult
- if not impossible to recover from a failed gambit. Playing Twixt feels very
- much like working out a tesuji in Go, except there's no broader strategic
- context in which to place it. As I say, I'm not sure that it's a problem.
-
- Bob Rossney
- rbr@well.sf.ca.us
-