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Tiddlywinks
Tiddlywinks is a game played on a flat felt mat with sets of small discs called winks, a pot, which is the target, and a collection of squidgers, which are also discs. Players use a squidger (nowadays made of plastic) to shoot a wink into flight by flicking the squidger across the top of a wink and then over its edge, thereby propelling it into the air. The offensive objective of the game is to score points by sending your own winks into the pot. The defensive objective of the game is to prevent your opponents from potting their winks by squopping them: shooting your own winks to land on top of your opponents' winks. As part of strategic gameplay, players often attempt to squop their opponents' winks and develop, maintain and break up large piles of winks.
Tiddlywinks is sometimes considered a simple-minded, frivolous children's game, rather than a sophisticated strategic game. However, the modern competitive game of tiddlywinks made a strong comeback at the University of Cambridge in 1955. The modern game uses far more complex rules and a consistent set of high-grade equipment.
Tiddlywinks derives from British rhyming slang for an unlicensed public house or a small inn only licensed to sell beer and cider (tiddlywink, kiddlywink). Tiddly was slang for an alcoholic drink. It may be related to pillywinks.
Tiddlywinks is a competitive game involving four colours of winks. Each player controls the winks of a colour, the colours being blue, green, red and yellow. Red and blue are always partners against green and yellow. There are six winks of each colour, which begin the game in the corners of a felt mat measuring 6 feet by 3 feet. This mat is ordinarily placed on a table, and a pot is placed at its centre. There are two primary methods of play with the four colours of winks: a pairs game, and a singles game. The pairs game involves four players, playing in partnerships, with each winker playing a single colour. The singles game involves a single winker playing against another single winker, each playing two colours of winks in alternation.
The players take turns, and there are two basic aims: to cover (or squop) opponent winks, and to get one's own winks into the pot. As in pool or snooker, if a player pots a wink of their own colour, they are entitled to an extra shot, and this enables a skilled player to pot all of their winks in one turn. The point of squopping, which is the key element distinguishing the modern competitive game from the child's game (though recognized in even the earliest rules from 1890), is that a wink that is covered (even partially) may not be played by its owner. The wink on top may be played, though, and sophisticated play involves shots manipulating large piles of winks.
The game ends in one of two ways: either all the winks of one colour are potted (a pot-out), or play continues up to a specified time limit (usually 25 minutes), after which each colour has a further five turns. Then a scoring system is used to rank the players, based on the numbers of potted and unsquopped winks of each colour.
The important appeal of the game for many players is the required combination of manual dexterity and strategic thought as well as tactics. Tiddlywinkers often claim that the game combines physical skill (such as in snooker or golf) with the strategy of chess. Tiddlywinks is unique in the combination of skill and strategy it requires. Strategy in tiddlywinks is often rather deep, since winks can be captured by squopping (covering) them. Strategic and tactical planning involves anticipating opponents' moves rather than just building a sequence of one's own moves. Another factor that complicates the game is that there is a time limit to the play of the game; it does not merely run until some objective in the game has been met.
All in all, tiddlywinks goes beyond the purely cerebral nature of a game such as chess. The fact that shots can be made or missed, together with the continuum of possible outcomes, makes strategy much less rigid than in chess, and prevents planning more than seven or eight shots in advance.
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Tiddlywinks AI simulator
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Tiddlywinks
Tiddlywinks is a game played on a flat felt mat with sets of small discs called winks, a pot, which is the target, and a collection of squidgers, which are also discs. Players use a squidger (nowadays made of plastic) to shoot a wink into flight by flicking the squidger across the top of a wink and then over its edge, thereby propelling it into the air. The offensive objective of the game is to score points by sending your own winks into the pot. The defensive objective of the game is to prevent your opponents from potting their winks by squopping them: shooting your own winks to land on top of your opponents' winks. As part of strategic gameplay, players often attempt to squop their opponents' winks and develop, maintain and break up large piles of winks.
Tiddlywinks is sometimes considered a simple-minded, frivolous children's game, rather than a sophisticated strategic game. However, the modern competitive game of tiddlywinks made a strong comeback at the University of Cambridge in 1955. The modern game uses far more complex rules and a consistent set of high-grade equipment.
Tiddlywinks derives from British rhyming slang for an unlicensed public house or a small inn only licensed to sell beer and cider (tiddlywink, kiddlywink). Tiddly was slang for an alcoholic drink. It may be related to pillywinks.
Tiddlywinks is a competitive game involving four colours of winks. Each player controls the winks of a colour, the colours being blue, green, red and yellow. Red and blue are always partners against green and yellow. There are six winks of each colour, which begin the game in the corners of a felt mat measuring 6 feet by 3 feet. This mat is ordinarily placed on a table, and a pot is placed at its centre. There are two primary methods of play with the four colours of winks: a pairs game, and a singles game. The pairs game involves four players, playing in partnerships, with each winker playing a single colour. The singles game involves a single winker playing against another single winker, each playing two colours of winks in alternation.
The players take turns, and there are two basic aims: to cover (or squop) opponent winks, and to get one's own winks into the pot. As in pool or snooker, if a player pots a wink of their own colour, they are entitled to an extra shot, and this enables a skilled player to pot all of their winks in one turn. The point of squopping, which is the key element distinguishing the modern competitive game from the child's game (though recognized in even the earliest rules from 1890), is that a wink that is covered (even partially) may not be played by its owner. The wink on top may be played, though, and sophisticated play involves shots manipulating large piles of winks.
The game ends in one of two ways: either all the winks of one colour are potted (a pot-out), or play continues up to a specified time limit (usually 25 minutes), after which each colour has a further five turns. Then a scoring system is used to rank the players, based on the numbers of potted and unsquopped winks of each colour.
The important appeal of the game for many players is the required combination of manual dexterity and strategic thought as well as tactics. Tiddlywinkers often claim that the game combines physical skill (such as in snooker or golf) with the strategy of chess. Tiddlywinks is unique in the combination of skill and strategy it requires. Strategy in tiddlywinks is often rather deep, since winks can be captured by squopping (covering) them. Strategic and tactical planning involves anticipating opponents' moves rather than just building a sequence of one's own moves. Another factor that complicates the game is that there is a time limit to the play of the game; it does not merely run until some objective in the game has been met.
All in all, tiddlywinks goes beyond the purely cerebral nature of a game such as chess. The fact that shots can be made or missed, together with the continuum of possible outcomes, makes strategy much less rigid than in chess, and prevents planning more than seven or eight shots in advance.
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