how to tronimo

original google doc

leaders and lines

In tronimoes, players take turns laying tiles on the board. They start from the central tile, known as the "round leader". Lines are built by matching pips from tile to tile.

Here, there are two players: red and blue. They both have lines beginning from the 3:3 round leader. All players must begin their line from the round leader.

The goal is to win the round, which can be accomplished in two ways: being first to run out of tiles, or being the last player standing.

0
1
tile
tile
2
3
4
5
1
tile
tile
2
tile
tile
3
tile
tile
tile
tile
4
5
6

leader election

The round leader, or the tile at the center of the board, is chosen and placed automatically.

It is the highest double available from a player's hand that is lower than all previous round leaders.

If no one has such a double, every player draws a tile until the double is found. This tile-drawing is why in some rounds, especially later ones, players may begin the round with a higher-than-expected number of tiles.

The last round is the one that is led by the double-zero.

scoring and victory

The winner of a round gets 2 points.

If you kill another player (more on this soon), you get 1 point.

If you are killed, you lose 1 point.

(If you kill your own line, it's net zero points.)

After the last round is played, the player with the most points wins.

a game of murder

If a player lays a tile that makes it impossible for another player to continue their line, that player is "killed", and their line is "dead".

Their tiles remain on the board, blocking others.

What move can blue make to win this round?

0
1
tile
tile
2
3
4
5
1
2
tile
tile
tile
tile
3
tile
tile
4
5
6

That's right (probably): blue can place their next tile blocking red from continuing.

Unfortunately for red, the edges of the board block them on one side, and blue's tiles block the other. There is no way to play more tiles on that line, so it's dead.

0
1
tile
tile
2
3
4
5
1
tile
tile
2
tile
tile
tile
tile
3
tile
tile
4
5
6

drawing and passing

On your turn, you may opt to draw a tile, if you haven't already.

Once you've drawn a tile, you may opt to pass your turn.

You can do this draw/pass maneuver whether or not you have a tile that could have been laid.

the dreaded chicken-foot

If you pass, and you weren't chicken-footed already, you become chicken-footed.

When you are chicken-footed, other players may lay tiles on your line, and you may only play on your own line.

Other players are likely to do bad things to you. If they have your line box itself in, you're dead and they get the credit (it's the player who laid the tile that made it so you couldn't continue who gets points for the kill).

Once you are finally able to play a tile on your own line again, you are no longer chicken-footed.

a vision quest

The first time you become chicken-footed, you must complete a vision quest.

On tronimoes.com, that means doing a quick image search for something that makes you feel like you're chicken-footed. The resulting image is your chicken-foot.

When you are chicken-footed, your chicken-foot is displayed on the end of your line, making it clear to you and your opponents that you are chicken-footed.

You're red, and it's blue's turn. What do you think they might do?

0
1
2
3
4
5
1
tile
tile
2
tile
tile
3
tile
tile
tile
tile
4
5
6

your own worst enemy

In this case, they backed you into a corner, which killed your line and ended the round.

0
1
2
3
4
5
1
tile
tile
tile
tile
2
tile
tile
3
tile
tile
tile
tile
4
5
6

starting chicken-footed

If you find yourself in the unfortunate position of being unable to play off the round leader, you still become chicken-footed but must choose a square, adjacent to the round leader, for your foot.

You choose this square by clicking on it before you pass.

When you are finally able to play, it must go through this chosen square. If someone attempts to play on your line, it must go through this square.

It is illegal for another player to lay a tile in such a way that you can never play the first tile of your line. However, they may leave a box for you which results in line-death immediately once the first tile is played.

0
1
2
3
4
5
1
2
3
tile
tile
tile
tile
4
5
6

double tile, double turn

If you lay a double tile, you get to go again.

0
1
2
3
4
5
1
2
tile
tile
3
tile
tile
tile
tile
4
5
6

If red has the double-5...

0
1
2
3
4
5
1
tile
tile
2
tile
tile
3
tile
tile
tile
tile
4
5
6

Red gets one more turn for the sniper-rifle kill.

0
1
2
3
4
5
1
tile
tile
tile
tile
2
tile
tile
3
tile
tile
tile
tile
4
5
6

dangling doubles

When you play off a double, you can choose either side. Both of these examples are legal plays (even though they missed the sniper-rifle kill).

0
1
2
3
4
5
1
tile
tile
tile
tile
2
tile
tile
3
tile
tile
tile
tile
4
5
6
0
1
2
3
tile
tile
4
5
1
tile
tile
2
tile
tile
3
tile
tile
tile
tile
4
5
6

free lines

If you have a double that is higher than any leader on the board, you can use it to start a "free line".

The free-line spacer is a special non-played tile that helps determine where a new free line can be started.

The spacer is six squares long, and can be placed beginning on the end of any living line on the board. The leader is then placed off the other end of the spacer. Then the spacer is removed from the board and does not impact future turns.

Later free lines must have a leader whose pips are higher than the previous free line leaders.

0
1
2
3
4
5
1
2
tile
tile
3
tile
tile
tile
tile
4
5
6
0
1
2
3
4
5
1
2
tile
tile
3
tile
tile
tile
tile
4
5
6
tile
tile

The double-6 is the leader of a new free line.

Any player who is not chicken-footed can play on the free line, but unlike the round leader, only a single line is created.

Free lines can be used to kill player lines, and the player who used it to do so is the one who gets credit.

Free lines can also be killed, but no one gets points (what kind of reprobate would do that?).

Upon starting a new free line, the player immediately goes again (since they just played a double).

moving a tile to the board

To play a tile, you first select it from your hand, which is next to the board. Your hand's background color is the same as your player color.

There are two methods to move it to the board.

First, you can click a tile to select it, then click the board square for the tile's "upper" pips, and click the board square for the tile's "lower" pips.

Second, once a tile is selected, you can click it again to change its orientation. When the desired orientation is reached, the tile can be dragged into position on the board.

These methods also work on mobile, for touch rather than click.

placing a free line spacer

If you can begin a free line, the free line spacer will be slightly raised in your hand. Select it by clicking.

Then, chose one of the hinted squares adjacent to the current end of some existing line (not necessarily one you could play on otherwise).

Then, choose another hinted square that is 6 spaces away from the first, with no laid tiles interposed.

Once the spacer is in place, select the double you want to use to begin a new free line. The double must be placed on the end of the spacer opposite the existing line head.

organizing your hand

If you want to change the order of tiles in your hand (for instance, you want to track a list of linked tiles), they can be dragged within the hand.

Simply click (or touch) a tile, and move it to the tile currently in the position you want. The rest of the tiles will be shifted to make room.

managing a large hand

If you have so many tiles that they don't all appear on the screen at once, you can scroll through them by clicking/touching the colored field behind the tiles and dragging.

Alternatively, there are small up and down arrows to the right of the "react" button, which will scroll the hand up or down one row.

reactions

No one ever wants to read chat text written by their opponents in an online game.

Instead, you can "react" by clicking the "react" button, and doing a quick image search for something that gets the message across.

The reaction disappears on its own after 10 seconds. Alternatively, you can dismiss a reaction (for yourself only) by clicking on the image.

signing in and registering your name

If you want to be anonymous, you can stay signed out and enter an arbitrary designation and play. If you lose the page holding this game, you will not be able to rejoin.

You can also sign in and choose "Anonymous", which will store your username and session in the current browser's cookies.

Or, you can use Google or Facebook to manage your log-in.

When signed in, your username is permanent and cannot be used by others.

starting and joining games

If you want to play a game against the first-available opponents, you can click "pick-up game". If there are no pick-up games available, this will create one.

If you want to create a private game, enter a 6-character code of your choice. Other players that use this same 6-character code will join your game.

Once a game is created, players can click the "ready" button. Once all players are ready, the game begins and no others may join.

game options

You may set game options that will be in place for a game that you create. If, instead, you join a game (the code is already created, or you join an existing pick-up game), the options are ignored.

observing games

If you receive the full URL of a game, including the 6-character code extension (beyond the initial 6-character code), you can visit that URL to observe the game without playing.

reporting issues

Buried in the settings menu, you can report issues with the game. When you report, a copy of the game is saved, along with your name and the information you provide.

These reports are used to create tests that keep the game working properly.