A game designed (possibly) by Merle D. Zimmermann.
When I designed this game in 1993, I had a subscription to Games magazine.
During this time period, there was another game (which I have since forgotten
the name of), which had many really annoying advertisments next to the
magazine's Table of Contents. For several months I was forced to stare
at them, and the result was me designing the following series of games.
If I actually have stumbled upon the rules for the advertised game, you
can send me a message and
I will take whatever offends you down. Thanks.
- One Die: six sided.
- Optional: Another Die, also six sided, of a different colour.
- Graph paper
- Pen or Pencil (two different colours)
Piece 1 and
Piece 2 and
Piece 3 and
To connect your two sides of the square board using the pieces just
- Each player selects a pair of opposing sides to use in this game.
- Each player rolls a die to select the first piece to be placed by each.
- (take : pcev ( dieroll -- piece number) 3 MOD 1 + ; ) to find proper
- Current Player places the designated piece onto the board.
- Current Player adds 1 mod 3 (+ 1) to find next piece number that they
will get to use.
- Next Player becomes current player.
- If there is a track connecting two opposite sides of the board, the
player who picked those two sides wins.
- Otherwise, go to step 3, with the new current player.
Variations, Q&A, Rule Clarifications:
- Try the game where you roll the die each turn to find out which piece
- We like playing on a six by six board, but the game might be fun with
- The connectivity of the pieces is such that
- piece one connects the bottom side with the right side,
- piece two connects the bottom side with the left side, and
- piece three connects the top side with the bottom side.
- All of the connections specified above leave two unspecified sides;
these sides are connected also.
- Note that piece three does not connect the top or bottom sides with
the left or right sides; if the pieces represented a road network or train
set, you may not turn at corners (if you pretended that the objective is
to drive your car from your side to the other, opposing side).
- Please, email any questions,
and I will try to answer them as best I can.
- 6-sided die,
- graph paper,
- pen or pencil (with eraser recommended)
- Roll die to determine size of board (roll + 1 equals side length).
- Mark out board on graph paper. (leave at least one square around the
edges for labels)
- Roll die to select first piece to be placed in board.
- Put piece in first empty square.
- Repeat 4-5 until board has no empty squares left.
- Write a label on an unlabeled edge unit.
- Trace the line that starts on the edge that your label was on until
you leave the board.
- Write the same label at the edge unit that you left the board.
- Repeat 6-8 until all edge units are labeled.
- Copy all labels to a new, blank board.
- Fill the new board with pieces of your choice, until the board is full,
and there are no empty squares.
- You have won if the pattern created is substantially different from
the original, and all of the edge segments are properly labeled. (matching
labels lead to their twins).
The order to write labels. How to write labels. Numbers present show
the time unit when the label was written (1 = first to be written, 10 =
tenth to be written).
One way to solve this puzzle.
Have fun with Tracross !
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