
Teeko is an
abstract strategy game
An abstract strategy game is a type of strategy game that has minimal or no narrative theme, an outcome determined only by player choice (with minimal or no randomness), and in which each player has perfect information about the game. For example ...
invented by
John Scarne
John Scarne (; March 4, 1903 – July 7, 1985) was an American magician and author who was particularly adept at playing card manipulation. He became known as an expert on cards and other games, and authored a number of popular books on cards, ...
in 1937 and rereleased in refined form in 1952 and again in the 1960s. Teeko was marketed by Scarne's company,
John Scarne Games Inc.
John is a common English name and surname:
* John (given name)
* John (surname)
John may also refer to:
New Testament
Works
* Gospel of John, a title often shortened to John
* First Epistle of John, often shortened to 1 John
* Second Ep ...
; its quirky name, he said, borrowed letters from the games
Tic-tac-toe
Tic-tac-toe (American English), noughts and crosses (English in the Commonwealth of Nations, Commonwealth English), or Xs and Os (Canadian English, Canadian or Hiberno-English, Irish English) is a paper-and-pencil game for two players who ta ...
,
Chess
Chess is a board game for two players. It is an abstract strategy game that involves Perfect information, no hidden information and no elements of game of chance, chance. It is played on a square chessboard, board consisting of 64 squares arran ...
,
Checkers
Checkers (American English), also known as draughts (; English in the Commonwealth of Nations, Commonwealth English), is a group of Abstract strategy game, strategy board games for two players which involve forward movements of uniform game ...
, and
Bingo
Bingo or B-I-N-G-O may refer to:
Arts and entertainment Gaming
* Bingo, a game using a printed card of numbers
** Bingo (British version), a game using a printed card of 15 numbers on three lines; most commonly played in the UK and Ireland
** B ...
.
Standard Teeko
Standard Teeko is also known as Teeko 44 Positions and is a game for two players.
[
]
Equipment
The Teeko board consists of twenty-five spaces arranged in a five-by-five grid. There are eight markers, four black and four red; in the final edition of the game (1964),[ the markers are marked with one to four spots similar to the standard pips on ]dice
A die (: dice, sometimes also used as ) is a small, throwable object with marked sides that can rest in multiple positions. Dice are used for generating random values, commonly as part of tabletop games, including dice games, board games, ro ...
.[
One player, "Black" plays the black markers, and the other, "Red", plays the red.]
Gameplay
One player conceals two pawns in their closed hands, one of each color. The other player selects one hand and plays the color that is revealed.[
# Black moves first and places one marker on any space on the board, with the exception of the central spot on the board.][
# Red then places a marker on any unoccupied space.
# Players continue to take turns placing markers on empty spaces until all eight markers are on the board.
# Once all eight pieces are on the board, if neither player has won after this initial "drop" placement phase, then they move their pieces one at a time, with Black playing first.
# A piece may be moved only to an empty space adjacent to its starting space, meaning adjacent horizontally, vertically, or diagonally, as indicated by the connecting lines on the board.
]
Objective
The object of the game is for either player to win by having all four of their markers in a straight line (vertical, horizontal, or diagonal) or on a square of four adjacent spaces.[ Adjacency is horizontal, vertical, or diagonal, but does not wrap around the edges of the board. The ''44 positions'' name comes from the number of ways in which four in a row or the small square can be created.
If a player wins by completing four-in-a-row or a small square, the score for the game is based on the pip value of the last marker placed or moved to win, and the position of that last marker on the board.][ When the last marker is played onto the center or one of the four corners of the board, the player receives a bonus of four points in addition to the pip value; plays into one of the other 20 spots on the board receive just the pip value with no bonus.][
]
Analysis
The rules, as summarized above, are very simple, but the strategy is complicated enough to fill a book, ''Scarne on Teeko'' (1955). Nonetheless, Guy L. Steele Jr.
Guy Lewis Steele Jr. (; born October 2, 1954) is an American computer scientist who has played an important role in designing and documenting several computer programming languages and technical standards.
Biography
Steele was born in Missouri ...
solved the game (i.e., showed what must occur if both players play perfectly) via computer
A computer is a machine that can be Computer programming, programmed to automatically Execution (computing), carry out sequences of arithmetic or logical operations (''computation''). Modern digital electronic computers can perform generic set ...
in 1998 and found neither player can force a win. Steele also showed that the Advanced Teeko variant is a win for Black (again, assuming perfect play), as is one other variant, but the other fourteen variants are draws.
Variations and history
According to Scarne, the idea for Teeko started when he devised a winning strategy for ''Nim
Nim is a mathematical combinatorial game in which two players take turns removing (or "nimming") objects from distinct heaps or piles. On each turn, a player must remove at least one object, and may remove any number of objects provided they all ...
''; since it had sixteen distinct starting moves, it was relatively easy to memorize how to counter each one; to solve this issue, he later developed the game ''Scarne'' in the early 1930s to have 252 distinct starting positions, which later was withdrawn and rereleased as ''Scar-Nee'' (1950) and ''Scarney'' (1961). Scarne had 5000 copies of ''Scarne'' printed in 1934 but only sold 300 after a month of live demonstrations at Macy's; to prevent his mother from learning it was not successful, he destroyed the remainder by fire.[
At about the same time that he released the initial version of ''Scarne'', Scarne also started examining the game of ''tic-tac-toe'', which has nine starting moves, and began developing what would eventually become Teeko.][ When it was released initially in 1945, the game was named Teko and used a 4×4 board.][ The name Teko is derived from the letters "T" from Tic-tac-toe, "E" from chEss, "K" from checKers, and "O" from bingO.][ The game received its updated name of Teeko in the 1950s, and Scarne released the final version in 1964.][
To promote the game, Scarne held a challenge in 1955 to play ''Teeko'' against ten different opponents, promising US$1000 to each player that could take two out of three rounds from him, which received attention from newspapers.] Scarne ended up winning all ten matches, but did not receive publicity for this feat afterward.[ After the final version of the game was released, the inventory was destroyed during a fire at the company that was hired to store and distribute the products of John Scarne Games, and Teeko fell into relative obscurity.][
There are sixteen variations of Teeko which have slightly different rules, with the primary variants being Alternate Teeko and Advanced Teeko.] All sixteen are outlined in ''Scarne on Teeko''; the rules above are for "Standard Teeko" (or "Teeko"). In Alternate Teeko, the opponent may dictate where a piece is placed during the opening "drop" phase; i.e., when it is Black's turn to place a new piece, Red can either point to where the piece should go, or pass the privilege back to Black. This alternate rule may be applied to one, two, three, or all four pieces placed by an opponent during the drop phase, for the first or last of the dropped pieces, which gives seven distinct variations. For example, in the "One-Move Alternate" variant, the 1st drop is played by Alternate rules followed by the 2nd through 4th drops played with Standard rules, denoted as 1A/3S; the other variants are "Two-Move Alternate" (2A/2S), "Three-Move Alternate" (3A/1S), "Alternate" (4A), "One-Move Standard" (1S/3A), "Two-Move Standard" (2S/2A), and "Three-Move Standard" (3S/1A).
Advanced Teeko adds more winning conditions, including "extended" 9-, 16-, or 25-cell squares for 58 winning positions in total (''Teeko 58 Positions'')[ or small or large right-angle diamond / rhombus shapes.][ In Advanced Teeko, players may choose an additional variation in which they are awarded bonus points for creating the extended shapes, as there are fewer ways to make them.][
Steele showed that Advanced Teeko is a win for Black (assuming, again, that both players play perfectly), as is one other variation, but the other fourteen are draws.]
See also
*Connect Four
Connect Four (also known as Connect 4, Four Up, Plot Four, Find Four, Captain's Mistress, Four in a Row, Drop Four, and in the Soviet Union, Gravitrips) is a game in which the players choose a color and then take turns dropping colored tokens int ...
*Connect6
Connect6 (; Pinyin: liùzǐqí; ;; ) introduced in 2003 by Professor I-Chen Wu at Department of Computer Science and Information Engineering, National Chiao Tung University in Taiwan, is a two-player strategy game similar to Gomoku.
Two player ...
* Seega
References
External links
*
Browser-based version of the game
*
{{Tic-Tac-Toe
Board games introduced in 1937
Abstract strategy games
Solved games