Where Tetgame stands now.
Tetgame began as the planned 3D extension of Trigame. It has now moved beyond the visual-sample stage into a functional prototype. The current page records the intended development stages so we can proceed in baby steps without losing the larger plan.
The 2D game remains the approachable introduction, training ground, Green Room system, and established world.
Tetgame becomes the advanced 3D realm: more spatial, more sculptural, and more demanding.
Develop in small, testable steps: one rule, one interface improvement, or one page at a time.
The functionality now present in the single-machine version.
Players place translucent tetrahedrons face-to-face. Gaps caused by real tetrahedral geometry are accepted rather than forced away.
Tokens claim sockets. Same-player tokens capture adjacent paths, and long mostly-straight chains can auto-fill through that player’s tet-owned paths.
Captured paths can claim sub-tetrahedral regions. Capturing all required subs claims the full tet for scoring.
Remove is limited: it is disabled on a locked board, allowed only as the first action of a turn, blocks tets with tokens, and blocks tokens in captured paths.
The first personality sketchbook for the new 3D fluffle.
These twelve rabbots are not just portraits. They are intended behavior notes for future Tetgame AI: each one should eventually feel different at the board, with a recognizable temperament, voice, and style of pressure.
She reads the field like a cliff-face thermal. Aquila prefers clean high-ground plans, patient pressure, and captures that seem obvious only after she has already closed the sky.
Sky commanderShe is a black-winged opportunist with a storyteller's patience. Morrigan watches the loose socket no one respected, then turns it into a clever, cackling chain.
Clever omenHe waits like a desert undertaker. Grim Pharaoh does not rush the harvest; he circles damaged structures and claims the board when the position has dried out.
Desert harvesterShe listens first and answers twice. Echo Echo studies whatever pattern is working, mirrors it back, and then twists the rhythm until the opponent is playing her song.
Chorus mimicHe is all surf, racket, and stolen french fries. Scuttle Bay darts into open space, pesters unfinished work, and escapes with points before anyone admits they left them unattended.
Shoreline thiefHe builds like a hive under pressure. Buzz Stinger links small cells into useful geometry, then turns tidy little connections into a sudden swarm.
Hive architectHe patrols from the side, reading the board in wide arcs. Hamilton Marteau pressures odd angles, corners escape routes, and makes shallow positions feel like deep water.
Hammerhead tacticianShe looks playful until she is already past the bow wave. Glacier Borealis glides through cold openings, slips beyond danger, and turns distance into advantage.
Arctic outriderHe is a gentle giant with a stone face and a reef guardian's patience. Fang looks fearsome enough to guard a cave, but he would rather take the safe bite and wait for the right opening.
Gentle giantHe is beautiful danger in a small blue warning ring. Octavius Indigo lays quiet traps, marks the safe-looking paths, and lets the opponent discover too late which sockets were poisoned.
Blue-ring trapperHe is the flash strike: brilliant, compact, and violently quick. Spectrum Pistolero fires at weak sockets, cracks positions open, and tries to win before anyone can pull the fight out of range.
Flash strikerShe is the last tide. Silver Kahuna stays relaxed until the whole board begins to flow her way, then she swims beyond the striker's reach and closes the reef behind her.
Final tideStages intended for Tetgame as it grows from prototype to shared play.
Core play is now substantially present: placement, tokens, paths, subs, captured tets, overlap, board lock, scoring, and Remove.
Help, index notes, and edge-case testing are underway while the rules remain fresh.
Client save/load works, and server APIs now save, list, and load Tetgame state files from the Blue Room.
Create, join, enter, list, and close shared Tetgame instances, following the spirit of Trigame’s Green Room.
Allow watchers to view games, use the camera controls, read the game record, and chat without making moves.
Use the new Tet Rabbot Warren as the personality map, then add preferences for captures, overlap, defense, risk, and spatial strategy.
Once shared play and saved results are stable, adapt the Coliseum model for exhibitions, rounds, finals, and spectator links.
A current screenshot of the playable Tetgame page.
The screenshot can be updated over time at images/tetgame.jpg. This keeps the index page light while still showing current progress.
Recent server-saved games from the Blue Room.
Use the Load button inside tetgame.php and paste a saved game_id to continue a game.
The earlier visual reference is kept for comparison.
This older sample remains useful as a lighting, color, and geometry reference while the main playable work continues in tetgame.php.
Short-term work before shared games.
Create a clear, cellphone-safe explanation of the current rules, controls, scoring, board lock, and Remove limits.
Turn the new Tet Rabbot Warren into clearer behavior notes for future play style, voice tone, and tournament flavor.
Test overlap, long chains, full tet capture, board lock, common-face restoration after Remove, and score totals.
Keep the saved-state format stable while preparing the Green Room style create, join, enter, and close flow.
How the expanding board and local capture rules compare with familiar classic games.
Trigame and Tetgame combine two distinct layers of complexity: a finite local problem and an expanding global problem. A single tile or tet may be treated as a closed combinatorial puzzle with fixed internal structure, while the game as a whole behaves like an open recursive network in which each placement can create additional future placements.
In the discussion that informed this summary, the internal logic of a single Trigame tile was described as having approximately 39,916,800 possible permutations. That figure refers only to the bounded logic of one tile or one local sub-problem. The wider game becomes far more complex because each tile placement opens additional sockets, allowing the board to continue expanding outward rather than remaining confined to a fixed grid.
Tetgame follows the same general idea, but moves the logic into a tetrahedral field. A single tet has sockets, paths, sub-territories, and full-tet ownership. This means Tetgame is not only an expanding placement game, but also a layered capture game in which center sockets, corner sockets, automatic path fills, subs, and whole-tet captures can all affect the score.
| Layer | Type | Description |
|---|---|---|
| Single Trigame Tile | Closed / Finite | A bounded combinatorial puzzle governed by fixed internal elements and a finite state space. |
| Single Tetgame Tet | Closed / Finite | A bounded 3D local puzzle with sockets, paths, four sub-territories, and possible full-tet ownership. |
| Whole Trigame | Recursive / Expanding | A growing 2D network of tile placements in which each move can reshape the future board and enlarge the move tree. |
| Whole Tetgame | Recursive / Expanding / Layered | A growing tetrahedral network in which players manage expansion, blocking, token placement, path capture, sub capture, and full-tet capture. |
In Trigame, the game was described as gaining a net of 6 new sockets per tile placement when one socket is consumed and seven new ones are opened. Under that model, the number of available future placements grows rather than shrinks, making the overall game tree increasingly wide and deep as play continues.
In Tetgame, a simple tree-like estimate gives approximately 5T + 6 unique token sockets, where T is the number of tets. A one-tet board has 11 sockets. Each additional face-to-face tet shares part of its structure with the existing board, but still adds new sockets, new paths, and new capture opportunities. A 9-tet position may therefore contain about 51 token sockets, along with many possible path, sub, and full-tet consequences.
| Game | Board Bounds | Termination | Complexity Character |
|---|---|---|---|
| Checkers | Fixed 8×8 board; 32 dark squares in play | Yes | Large but finite; smaller than Chess or Go in standard estimates, with roughly 5 × 1020 reachable positions in classic solving analyses, and solved as a draw under perfect play. |
| Chess | Fixed 8×8 board | Yes | Extremely large but finite game tree; often represented by the Shannon estimate of about 10120. |
| Go | Fixed 19×19 board | Yes | Vast positional and game-tree complexity, often estimated around 10360 for 19×19 Go. |
| Trigame | Expanding 2D field | Not fixed by board size alone | Locally finite but globally divergent: complexity grows through recursive placement and expansion. |
| Tetgame | Expanding tetrahedral field | Not fixed by board size alone | Locally finite, globally expanding, and tactically layered: each move may affect tet growth, blocking, tokens, paths, subs, and full-tet ownership. |
The discussion also proposed rough comparison points suggesting that:
These figures should be read as illustrative comparisons, not as formal proofs, but they communicate an important point: Trigame does not merely have a large number of possible positions; it also has a growth mechanism that can continue enlarging the space of possible play.
Tetgame adds another wrinkle. A single turn may contain two actions, and each action may create consequences: a tet may open new faces, a token may capture paths, two corner tokens may auto-fill an edge socket, a center socket may unlock sub-capture possibilities, and a set of subs may lead to a full-tet capture. This makes the practical branching of a Tetgame turn larger than it first appears.
In bounded games such as Chess, strong engines can rely heavily on deep search because the board is fixed. In Go, Monte Carlo Tree Search and neural evaluation work well because, although the state space is vast, the board is still finite. Trigame and Tetgame place a different burden on intelligence: the challenge is not only to calculate well, but to manage the growth of the board itself.
Chess and Go are deep games played inside fences. Trigame is a deep game in which the field itself can continue to grow. Tetgame carries that idea into a tetrahedral field, where growth, blocking, paths, subs, and full-tet ownership all interact.
Trigame is locally finite, but globally explosive. Tetgame is locally finite, globally explosive, and tactically layered.
Current target path: trigame/tetgame/index.php
Playable prototype: trigame/tetgame/tetgame.php
Help page: trigame/tetgame/help.php