NOTATION Simple algebraic notation is used for the plots. When presenting a game, diagrams can be used at any point. The starting position would be represented as in Fig.1 Fig.1 The Builder's first move is written as Move 1; the Destroyer's as Move 2. Thereafter all odd numbered moves are Builder's moves; all even numbered moves Destroyer's moves. With each move the move-type is given first. The plots played in follow the move type. These are put in brackets. Thus 1. 1-1-1-1-1 (a2,b2,c2,c3,d2) 2. 2-1-1 ((b3,a3,c3) is self explanatory as the start of a game. Note that, with the 2-1-1 move and the 3-1 move, the order in which the plots are set down matters- simply to make it clear where the 2 (or 3 in the other case) component of the move was played. Underlining is used to indicate when a plot is won during a move. A key position from a game is shown in Fig.2. Fig.2 14. 4 (d2) 15. 2-2 (b1,c1) The last two moves are sufficient to show that it is D to play- and the move choices available. The game might continue 16. 2-1-1 (c3,b1,c1) 17. 1-1-1-1-1 (a1,a3,b1,c1,c4) 18. 3-1 (b1,c3) 19. 4 (b1) and wins (see Fig.3) Note that winning a plot with a 4 is normally disadvantageous (see Strategy) but that a common exception is when one is able to attain a strong formation, as in this case, where two or more positional threats give an overwhelming advantage. Here D's overall numerical advantage is of no significance whatsoever. He loses immediately.
|