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Thread View: alt.games.tiddlywinks
4 messages
4 total messages Started by Anthony J.R. Heading Fri, 22 Jan 1993 15:24
Welcome to alt.games.tiddlywinks
#9
Author: Anthony J.R. Heading
Date: Fri, 22 Jan 1993 15:24
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Hello, good evening, and welcome: to a new group featuring
hours of topical debate on tiddlywinks... what's more -
we're serious. Well, not that serious. Certainly we'd all break
off for a pint or ten of beer or a quick strategy-break (a winks
term for... well, I'll come to that later).

Tiddlywinks had its renaissance in the mid-50's, when the modern
game was invented at Cambridge University in England. The critical
development was that of the "squop". If you can place one of
your counters (or "winks") to at least partially cover another wink,
the lower winks is deemed "squopped", and is effectively trapped
until rescued by another of the same team. This has surprising
repercussions. While, yes, you can win by getting *all* your
winks into the bucket (or "pot"), you must make sure that you
get them all straight in, without ever missing. If you fail, the
chances are high that your last wink will be squopped by your
opponent and remain trapped for the remainder of the game.
Outnumbered 12 to 1 (to a first approximation), you are placed at
an enormous tactical disadvantage, and the opposition can easily
arrange a win for themselves. This gives the game a depth which
is quite rare in games which include both strategic and physical
elements, such as croquet and snooker.

What you may observe now is "Outraged of London" objecting
strenuously to slight inaccuracies above. The complete
rules (which tend to be modified slightly year) run to several
pages and make heavy reading. I guess we should post them
anyway. That'll teach you...

Unless you live near Cambridge, Oxford or London (England),
St. Andrews (Scotland), Boston, Washington DC or Ithaca (US),
you're not likely to be able to rush out to join your nearest
club. But if you are interested in finding out about a
remarkably good game, let us know. If you do live near one
of the above mentioned places, then email me or any of the
contributors for details.

Anthony

heading@ccint1.rsre.mod.uk (Internet)
heading@uk.mod.hermes      (Janet)
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1  2  3  4  N     6  B
  Pitt the Elder  8  
Re: Welcome to alt.games.tiddlywinks
#12
Author: Luke Hankins
Date: Fri, 22 Jan 1993 23:55
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heading@ccint1.rsre.mod.uk (Anthony J.R. Heading) writes:

> The complete rules (which tend to be modified slightly year) run to several
>pages and make heavy reading. I guess we should post them anyway. That'll
>teach you...
	Yes!  Punish me!  Please!  


	  Seriously, I'm curious... Please post.

		-luke
-- 
______________________________________________________________________________
Luke Hankins hankins@cs.swarthmore.edu |"Le coeur a ses raisons que la raison
for(MyAge=0;!Dead;EnjoyLife);          |   ne connait point" -Blaise Pascal
While not (EndOfLife) do Havefun(me);  |"...stay sane inside insanity..." -RHPS
Re: Welcome to alt.games.tiddlywinks
#25
Author: jdporter
Date: Sun, 24 Jan 1993 13:18
25 lines
1419 bytes
In article <947WBCN@cc.swarthmore.edu>, hankins@cs.swarthmore.edu (Luke Hankins) writes:
> heading@ccint1.rsre.mod.uk (Anthony J.R. Heading) writes:
> 
>> The complete rules (which tend to be modified slightly year) run to several
>>pages and make heavy reading. I guess we should post them anyway. That'll
>>teach you...
> 	Yes!  Punish me!  Please!  
> 
> 
> 	  Seriously, I'm curious... Please post.
> 
> 		-luke
> -- 
> ______________________________________________________________________________
> Luke Hankins hankins@cs.swarthmore.edu |"Le coeur a ses raisons que la raison
> for(MyAge=0;!Dead;EnjoyLife);          |   ne connait point" -Blaise Pascal
> While not (EndOfLife) do Havefun(me);  |"...stay sane inside insanity..." -RHPS

Ay yes, well do you want the American rules or the English ones?  Unfortunately
there are differences.

Anyway, I fully agree with Antony that we should post the things, just so soon
as somebody comes along willing to spend an hour or two doing so.

Julian
Re: Welcome to alt.games.tiddlywinks
#21
Author: Patrick J Barrie
Date: Sun, 24 Jan 1993 15:34
343 lines
22212 bytes
hankins@cs.swarthmore.edu (Luke Hankins) writes:

>heading@ccint1.rsre.mod.uk (Anthony J.R. Heading) writes:

>> The complete rules (which tend to be modified slightly year) run to several
>>pages and make heavy reading. I guess we should post them anyway. That'll
>>teach you...

>	Yes!  Punish me!  Please!  
>	  Seriously, I'm curious... Please post.

Well, you asked for it. Please don't let this put you off the game...


THE  RULES  OF TIDDLYWINKS
COMPILED FOR THE ENGLISH TIDDLYWINKS ASSOCIATION

NOTES
   1.  This version of the rules incorporates the modifications sanctioned by 
the 1992 Congress and supersedes earlier versions.
   2.  "He" and "his" have been used throughout these rules for the sake of 
simplicity. No disrespect to lady players is intended.
   3.  It has been suggested that to aid memory the winner of the squidge-off 
should always play yellow. Players are invited to try this.
   4.  Players are invited to agree before a game starts that they will 
endeavour to point out in advance that a player is about to play out of 
sequence.

		English Tiddlywinks Association
		May 1992


1. PRELIMINARIES
   (a)  The following terms are explained in the course of the rules:
      (i)  Winks: the discs with which the game is played (Rule 2).
      (ii)  Squidgers: the discs used to propel the winks. The act of playing 
the winks is called squidging (Rule 2).
      (iii)  The mat: the surface on which the game is played (Rule 3).
      (iv)  The pot: the container into which the winks may be squidged 
(Rule 4).
      (v)  To squop: to play a wink so that some part of it is vertically above 
some part of another wink (Rule 6).
      (vi)  A pile: a number of winks, connected directly or indirectly by 
squops.
   (b)  In tiddlywinks, four colours of winks are always used, blue, green, red 
and yellow. Blue and red are always partners against green and yellow, and 
partners are at diagonally opposite corners of the mat. The colours are 
arranged clockwise in alphabetical sequence. In pairs games each player has 
one partnership colour, and in singles games both. These rules apply in all 
respects to pairs and singles alike.
   (c)  Team matches can be played with any number of pairs per side. In any 
match, tournament or series of games, the result is decided on the aggregate 
number of points scored (see Rule 10), not on individual games won and lost.

2. THE WINKS AND THE SQUIDGER
   There are six plastic discs, called winks, of each colour, two being 22mm in 
diameter, and four being 16mm in diameter. All winks should be 
approximately 1.5mm thick. A disc called a squidger is used to play the winks. 
This must be between 25mm and 51mm in diameter, and no thicker than 
5mm at its edge. A player must use a squidger which will not damage the 
winks he plays. In a game, though not for a single shot, a player may use 
more than one squidger.

3. THE MAT
   Games should be played on rectangular mats measuring 6 feet by 3 feet. At 
each corner of the mat are straight lines drawn at right angles to the mat's 
diagonals at a point 3 feet from the centre of the mat. These are called 
baselines and they and the edges of the mat constitute the boundaries of the 
field of play. Whenever possible mats approved by National Associations 
and currently made of felt should be used.
   The mat should be placed on a hard smooth horizontal surface so that the 
whole of the mat's surface is itself horizontal. If there is no such surface 
available, the players may agree to play on a less satisfactory surface. If this 
surface measures less than 6 feet by 3 feet, any wink coming to rest on any part 
of the mat unsupported by the underlying surface may be moved the shortest 
distance onto the playing surface, so that the status of every wink remains the 
same as far as squopping is concerned, with no penalty. Nothing but winks 
and the pot may be placed on the field of play, unless all players agree 
otherwise. This does not preclude a player from resting on the mat in order 
to play a shot. 
   If the surface is unsatisfactory owing to bumps, ridges, cracks etc., the 
players must agree before the game commences what action is to be taken to 
avoid the surface's irregularities. In these circumstances, it is permissible 
temporarily to move the mat so that a wink is no longer resting on a flaw in 
the underlying surface, the mat being replaced in its former position after the 
shot has been played. Alternatively the wink itself may be moved, remaining 
always the same distance from the pot, but in no circumstances may the pot 
be moved.

4. THE POT
   The pot is placed in the centre of the mat. It is a concave sided cup 38mm 
high with an external diameter of 48mm at the top and 38mm at the base. 
Pots approved by National Associations should be used whenever possible. 
Nothing is allowed inside the pot except potted winks.

5. THE PLAY
   (a)  The winks are arranged as described in Rule 1 and behind the 
baselines, and then the game begins with the squidge-off. One wink of each 
colour is squidged towards the pot. The wink nearest the pot at the end of the 
squidge-off wins the squidge-off. For the purposes of this rule, all potted 
winks are equally near the pot and nearer than any unpotted wink; nearness 
is measured from the nearest edge of the wink. Any winks that go off the mat 
are deemed to be equally far from the pot, and further from it than any other 
wink. If two or more winks are equally near to the pot, and nearer than any 
other wink, the players concerned each resquidge one wink from the baseline 
until the winner of the squidge-off is determined. The winks are then 
replaced behind the baselines and play begins, proceeding clockwise and 
starting from the colour that won the squidge-off. Winks played from behind 
the baselines must be brought in one at a time. If an attempt to squidge a 
wink from behind a baseline does not propel it completely over the baseline, 
the shot does not count and the same wink must be replaced behind the 
baseline and played again.
   (b)  When playing a shot, a player must hold his squidger not more than 
5cm above the highest point of the first wink he squidges. A shot consists of 
downward pressure of squidger on wink that is an attempt to move a wink or 
that causes a wink to move irreversibly. For the purposes of this rule, a 
movement is irreversible if, when the squidger ceases contact with the wink, 
all winks do not return to the position they occupied before contact with the 
squidger began. The squidger must first touch the upper surface (that part of 
the wink that is visible from directly above) of an unsquopped wink (see Rule 
6) of his correct colour in sequence. If the wink is squopping all or part of a 
pile, the squidger may subsequently touch only winks vertically below some 
part of the wink first played. It must not touch other winks in the same pile. 
From the moment when a wink starts to move irreversibly, the movement 
of the squidger must be quick and continuous. A shot may consist of tapping 
a wink so that another moves from beneath it, but it is a foul shot to squeeze 
a wink from beneath the top wink and then play the top wink if the 
movements are distinct. The shot ends when contact between the squidger 
and playable winks ceases, and all winks have come to rest. Any shot that 
does not comply with these criteria is a foul shot (see Rule 12).
   If, while playing any shot, a player disturbs with his squidger or part of his 
body or clothing a wink or winks that were not in the same pile as the wink 
or pile of winks he was playing, the disturbed winks are immediately restored 
to their original position. If any wink or winks are accidentally impeded 
while in motion, they are placed in a position agreed by all the players, or left 
where they come to rest, at the discretion of the offended pair. If any wink is 
accidentally interfered with while not in motion, it is immediately replaced 
where it was immediately before it was interfered with, squopping or 
squopped if necessary to comply with this Rule. Players are at all times bound 
to make every endeavour not to touch winks they are not playing, other than 
those inevitably hit by the follow-through of the squidger. 
   (c)  In each turn a player squidges once in sequence, with an additional 
squidge for each wink of his correct colour potted in that turn. Winks coming 
to rest inside or on the top rim of the pot are "potted winks". A potted wink 
which comes out of the pot or any winks coming to rest on the top rim of the 
pot and not resting on any wink inside the pot must immediately be placed 
inside the pot (doing this does not constitute a shot). If a potted wink is 
knocked out of the pot by another wink it is replaced in the pot. Any wink it 
disturbs is restored to the position where it was before being disturbed. 
   (d)  A player may pass at any turn. If he does this, he must inform his 
opponents, unless the next opponent colour cannot be played.

6. SQUOPPING
   (a)  A wink any part of which is vertically below any part of any other 
wink on the field of play is described as squopped, even if the upper wink is 
not touching the lower. A squopped wink cannot be the first wink played in 
any shot (see Rule 5).
   (b)  If all the unpotted winks are squopped the game ceases and the score is 
calculated in accordance with Rule 10 (b).

7. THE BOUNDARIES
   (a) External.
      If in any turn a player plays a shot which causes one or more winks of 
his correct colour to leave the field of play (i.e. any part of the wink to cross 
the boundary) he forfeits the next shot due to be played with that colour. Any 
wink crossing the boundary is immediately replaced on the field of play 
22mm (a large wink's width) from the boundary at the point at which the 
wink crossed it. However, no wink replaced in this manner may be closer 
than 10cm to any other wink, nor closer than 10cm to any baseline with 
unplayed winks behind it, and any wink moved to satisfy the 10cm 
requirement must be moved the minimum distance necessary.
   (b) The pot.
      The pot may only be held if it is likely to be moved accidentally by a 
player or a squidger. It may not be moved during a game except by winks in 
motion, and if it is so moved it must be replaced immediately at the centre of 
the mat. Any wink moved when the pot is moved by a wink in motion is 
replaced in its former position. Any wink coming to rest wholly or partly 
under the base of the pot, or the place on the mat where the pot is to be 
replaced in accordance with this Rule, is moved the minimum distance 
necessary for it to be touching the base of the pot but not beneath the base of 
the pot when the pot is correctly placed. 
   If a wink comes to rest in a position where it is unsquopped but supported 
by the pot so that part of the wink is higher than the rest, it is moved to lie 
touching the pot but no longer supported by it. It squops any wink within the 
range of its required movement. If any wink comes to rest in a position 
where it is both supported by the pot and squopped, it is left as it lies. If it is 
subsequently freed but remains supported by the pot, it is moved as above. To 
move a wink under this rule does not constitute a shot.

8. POTTING OUT
   When all the winks of one colour have been potted, whether by the player 
controlling them or not, they are said to have been potted out. As soon as 
one colour has been potted out, all squopped winks are desquopped by 
moving the winks squopping them. This movement does not constitute a 
shot, and must be done in such a way that the distance of each wink from the 
pot is not altered. If possible, there should be a gap of 2mm between winks 
separated after a potout. The position of any wink moved under this rule 
must be agreed between the players. During the remainder of the game winks 
landing on or less than 2mm from each other must be moved so as to leave a 
2mm gap between them and any other winks affected by this movement. 
Rule 9 ceases to apply in any game in which a colour is potted out, at 
whatever stage the potout occurs. 

9. THE TIME LIMIT
   (a)  The time limit of a game is calculated from the first shot played after 
the squidge-off, and subject to (i) any agreement between the players and (ii) 
the umpire's discretion to extend the game if he considers time has been 
deliberately wasted, is 25 minutes for pairs games and 20 minutes for singles 
games. If for any reason more than 30 seconds elapse between one shot and 
the next, the opponents of the player due to play the next shot may require 
that any additional time taken by him before he plays his shot be not counted 
as part of the game. At any time after 30 seconds have elapsed, until the 
delayed shot has been completed, at which point the delaying player must 
announce that he has played, the opponents are at liberty to practise on any 
available nearby mat. Time elapsing while a wink or winks are lost, or when 
a player due to play is called away from the game, is not counted as part of the 
game. For the procedure when an umpire is called, see Rule 14. 
   (b)  When the time limit has expired, play continues up to and including 
the colour that won the squidge-off, after which each colour has five further 
turns in sequence and no more, the game ending with the fifth turn of the 
colour that won the squidge-off. For the purposes of the time limit, a player's 
turn is deemed to begin at the moment when he plays its first shot. If the 
time limit expires between two shots of the same turn, it is deemed to have 
expired at the end of that turn.
   (c)  The tournament director or match organiser may impose an 
additional restriction of 2 minutes for each shot played in the five rounds 
following the expiry of regulation time. The penalty for failing to play within 
the 2 minutes is forfeiture of the shot.

10. THE SCORE
   (a)  In a game in which Rule 8 has come into operation, the first colour to 
be potted out scores 4 points, the second to do so scores 2 points, the third one 
point and the remaining colour does not score. Partners' points are added 
together and one point is transferred from the losing partnership to the 
winning partnership.
   (b)  In a game in which Rule 8 has not come into operation (i.e. which has 
ended in accordance with Rule 9 or the last sentence of Rule 6) points are 
calculated as follows: each colour has three tiddlies for each potted wink and 
one tiddly for each unsquopped wink. Unplayed winks behind baselines do 
not count. The colour with the greatest number of tiddlies scores 4 points, 
that with the second greatest number 2 points, the third one point and the 
remaining colour does not score. Partners' points are added together and if 
two or more colours have an equal number of tiddlies, the appropriate points 
are aggregated and shared equally between these colours.

11. SQUOPPING UP AND FREE TURNS
   (a)  When all the unpotted winks of one partnership are squopped, the 
opposing partnership is obliged to free at least one of the squopped winks. 
Before doing so, the squopping partnership may play one turn per wink on 
the field of play which was neither squopping nor squopped after the shot 
which caused this Rule to be invoked. These are called "free turns", and are 
shared between the two colours in normal rotation, even if a colour cannot 
play at a particular turn.
   (b)  A freeing shot is a shot which leaves an opponent's wink 
unsquopped, one which pots the sixth wink of any colour (after which Rule 8 
applies) or a shot which terminates the game according to Rule 6(b). One 
must be played no later than the first shot of the turn following completion of 
free turns, except when the number of free turns is zero and the first of the 
squopping partnership has no playable winks. In this case his partner must 
free on his first shot. N.B. A shot which is forfeited owing to Rule 7(a) is 
always counted in the timing of a freeing shot, and the playability of a free 
wink.
   (c)  Free turns cease whenever a freeing shot is played. Thereafter, until 
their opponents have a turn with a playable wink, the squopping pair must 
leave an opponent's wink free after each shot played. This wink must be of 
the same colour as the wink free prior to the shot, unless the other colour is 
given an opportunity to play first. If both squopped colours become free, the 
first to play must be left free after each shot.
   (d)  If a freeing shot is not played as required by section (b), or a wink is 
squopped contrary to section (c), the turn in which the offence occurs is 
terminated, and the offended partnership is awarded a "nominated wink". 
For the first shot of the turn immediately following the failure to free, the 
player due to play the next colour shall nominate a playable wink of any 
colour and play it as if it were his own. If after the playing of a nominated 
wink no wink of the squopped partnership is free, free turns are recounted 
and start immediately. If in the playing of the nominated wink any of the 
nominated colour is potted, it will ultimately count for the opposition, but 
the player may continue the turn, playing any wink of his own colour freed 
by the previous shot. If a wink of the nominated colour leaves the field of 
play, the player forfeits the next shot due to be played with his own colour. 
   If the failure to free occurs on the final turn of the fifth round after expiry 
of the time limit, the next colour in sequence shall be entitled to one extra 
turn, commencing with a nominated wink.
   (e)  If the time limit expires during free turns, it is deemed to have expired 
at the moment before the first playable shot (including a nominated wink) of 
the squopped pair, and Rule 9(b) applies from then.

12. FOUL SHOTS AND FOUL PLAY
   (a)  Any player squidging a wink contrary to Rule 5 (b) or 11 must, if 
requested by his opponents, replace all the winks disturbed by his illegal shot 
and play a further shot as part of the same turn. He need not attempt the 
same shot as caused the illegality.
   (b)  Whenever a foul shot is played, the opponents have the right to accept 
the shot in its entirety if they consider it to be to their advantage. They cannot 
accept part and have part replayed. Any time taken to correct a foul shot is 
not counted as part of the game.
   (c)  If a player plays an opponent's wink, or his partner's wink, in mistake 
for his own, this is a foul shot, not a shot out of sequence. The opponents 
may have the shot, and any shot subsequent to it in the same turn, retracted, 
or they may accept the shot or shots. If the opponents accept such a shot, play 
continues as if the correct colour had been played.
   (d)  If a colour is played out of sequence, the opponents may require the 
shot or shots played in the turn out of sequence to be retracted, or they may 
allow the turn, if necessary, to be completed, and continue as if the correct 
colour had been played in sequence, so that their own sequence of colours is 
not disturbed. If the opponents play a shot subsequent to a turn out of 
sequence, this is equivalent to accepting it, their shot must stand and the 
sequence of colours must be continued from that turn. Any time taken to 
correct a turn played out of sequence is not counted as part of the game. 
   (e)  If a player deliberately interferes with any wink or winks, the pot or 
the mat, or deliberately impedes any other player, the penalty is that the game 
is declared ended, and all seven points are awarded to the player's opponents. 
During his own turn, however, a player may turn or clean any of his own 
winks which is neither squopping nor squopped, and replace it in its correct 
position.

13. OUTSIDE HELP
   (a)  No advice on the play of the game may be sought from or given by 
third parties. (This does not preclude discussion with other team members 
on points required.)
   (b)  During the course of a game no player may play any wink other than 
in his rightful turns in the game, except in the specific circumstances 
sanctioned in Rule 9(a). For instance, it is not permissible to set up a shot on 
another table and practise it.

14. UMPIRE
   If the players are unable to agree on any matter concerned with the play of 
the game, or are in doubt as to the meaning or interpretation of any rule, they 
must if possible call a competent person to act as an umpire. If a player is 
doubtful whether a proposed shot will be played legally, he must call an 
umpire before the shot is played. The umpire must decide whether the 
proposed shot is legal, and if it is played, whether it has been legally executed. 
The time from the moment an umpire is called to that when he announces 
his decision is not counted as part of the game. If he is asked to judge 
whether a shot is legal or not, the timing of the game starts as the shot is 
played. If he judges a shot to be foul and winks have to be replaced, the time 
taken to replace the winks is not counted as part of the game. The umpire's 
decision is final on all matters on which he is consulted. 


Well, if you've got this far, you're more dedicated than the average winker!
Patrick "Outraged of London" Barrie
 
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