Game Development Reference
A full size Twixt board with two Twixt moves.
sequences and the art of obstructing them provide the core of the gameplay.
Common sequences are known as setups, and setups make the claim, ''These
pegs do not connect now, but you will have a very hard time stopping me from
connecting them later.''
In order to make it easier on the players, the rows and columns are often given
numbers and letters to assign each hole a unique code. In Figure 7.1, there are
white pegs at L8 and M10 and black pegs at N14 and P13. Another welcome
addition to the original board is the diagonal lines to the corners of the open
playing field, which make it easier to visualize how a race to a corner will turn
out. The lines are on the same 2:1 bias that characterizes the basic Twixt move. A
peg at a corner cannot be prevented from connecting to its border row. Winning
the corner with a chain of links forces the opponent to block the other end of the
chain or lose. Blocking an opponent's chain from reaching its border is often
done by forcing that chain against your border. This must be accomplished at the
corner or before; whoever wins the corner race blocks the other. The diagonal
lines make the outcome of such races easier to see. The diagonal lines also create
an octagon, delineating the critical center area of the board.