Teeko is an abstract strategy game invented by John Scarne 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.; its quirky name, he said, borrowed letters from the games Tic-tac-toe, Chess, Checkers, and Bingo.
One player, "Black" plays the black markers, and the other, "Red", plays the red.
| +Winning combinations in Standard Teeko (black pawns) ! ! Vertical !! Horizontal !! Diagonal !! Square |
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.
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.
Analysis
Variations and history
+Winning combinations in Advanced Teeko variants (red pawns)
!
! 9-cell square !! 16-cell square !! 25-cell square
! Small diamond !! Large diamond
See also
External links
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