First, a big *thank you* for creating this site. As a total Twixt fanatic, I am always glad to see more access to the game on the Net.
I am having some issues with Silverlight on my Linux system, but I realize the people to talk to about this are at
http://www.mono-project.com/Moonlight**Rules suggestions*[size=14pt]Rules suggestions[/size]*
First and foremost is the *swap rule* also known as the *pie rule*. After the very first peg is placed on the board, the second player has the option *at that moment only* to swap sides. With a physical set, where all the pieces are in the same box, this is accomplished by turning the pieces box end for end. The player who made the first move as Red is now Black, and makes the next move. Sides may be swapped only once per game. If the second player chooses not to swap immediately after the first move, then sides may not be swapped at all that game.
This is called the pie rule because it is like when two people want to share the last of the pie. One person cuts the pie into two parts and the other chooses which slice to eat.
This rule was not part of the 3M edition, but all later editions included it. This makes the game much more balanced and interesting. Without it, the first player has a significant advantage. This is often cited as a reason why some people don't like to play Twixt. So, I hope you will remove any such reason for complaint. :)
There are two different ways to implement this rule. You could either swap sides, or the first peg could change color and move to it's "mirror image" location reflected along the A1-X24 diagonal. For example, if the first player plays E3 and the second player swaps, the red E3 peg turns black and moves to C5. The red player stays red and black stays black. This is effectively the same as swapping sides. The first method is preferred by many players, but there may be some programming issues with swapping sides after the game has started.
Another rules issue is *link removal*. On your move, you are allowed to remove as many of your own links as you wish, prior to placing any. You are also allowed to add a link or links between two pegs of yours which were already on the board before you placed your peg. Usually, this is not necessary. Strong players could play several games in a row without ever removing a link. But sometimes you need the "elbow room" to avoid a draw or even a loss. I would be glad to provide some images illustrating the occasional need for link removal if you wish. This is *much less important* than the swap rule, but it is still part and parcel of the game of Twixt as envisioned by its inventor, Alex Randolph.
Implementing this could be a real bear, but if you are willing to implement it, here is a suggested GUI scheme:
Click on the center of any link of yours to remove it. It will still be your turn.
Click on any peg of yours already on the board to automatically add all legal links to it. It will still be your turn.
Click on a vacant hole to place your peg. All legal links will be added to it, and your turn will end.
You might also have a "cancel partial move" button which appears when ever you begin removing links.
There's also the issue of what text syntax to use for recording such a move. I have suggestions about that as well. I should mention there is an alternate approach which has been used by the most popular Twixt server on the Net, www.littlegolem.net Twixt was originally a Paper and Pencil game. In Twixt PP, as it is called on Little Golem, Links are never removed, but a player's *own* links are allowed to cross each other. Of course *opposing links may never cross*. So, for example, a winning path might loop across itself. Crossed links are not inherently connected. To win, you must still form a chain of pegs, each linked to the next, which connects your border rows. There have been tens of thousands of Twixt PP games played, and of those, about a tenth of one percent could be pointed to as games where the outcome would probably have been different if link removal had been implemented. Another possible point in favor of link crossing is its simplicity. Just place your peg and don't worry about clicking on links. I personally dislike PP and call it radioactive mutant Twixt, but other players prefer it.
There is a third alternative, which is to do nothing about implementing either link crossing or link removal, but this would have a significant impact on game outcome. In other words draws would be more common. I'm not sure how much more common, and like I said this is much less important than implementing the swap rule, but I hope you choose to implement either removal (YES!) or crossing (better than nothing.)
One more rules issue has to do with autolinking. I believe your server automatically adds all possible legal links to the peg just placed. I don't know for sure because it isn't working on my machine just yet. As an experienced player, I very much like this feature and hope you will keep it. Others might argue that it is the player's responsibility to add links, not the computer's. Sometimes the computer surprises me by adding a link I didn't notice, but since this is just as likely to happen on my opponent's turn as it is on my turn, it could be argued that the game is still implemented fairly.
** Display suggestion*[size=14pt] Display suggestion[/size]*
Diagonal guide lines are eight lines on the board which extend from the corners of the common playing area:
[IMG]
http://img180.imageshack.us/img180/6841/gm771056aks4.pngThese provide a frame of reference for the eye on this huge grid of holes. They help you see who will win a corner battle. But some players don't like them, so maybe they could be available as an option. Of course they should be some neutral color, not overpowering, not close to the color of either player's pieces. Of course they get covered by the pegs and links. They needn't extend as far as shown here. For example, the lines from B2 could stop at P9 (where a peg is) and i16, and the rest could be symmetric to this. That is the minimum length to create the interior octagon shape.
** Links you might be interested in*[size=14pt] Links you might be interested in[/size]*
www.iggamecenter.com real time server for many abstracts, including Twixt with link crossing and optional row handicapping
http://en.wikipedia.org/wiki/Twixt rules and general strategy tips
http://www.ibiblio.org/twixtpuzzles/ interactive puzzle site which uses Javascript
Thanks for bearing with me!