Warm-ups
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128
src/Warm-Ups/Rootbound/main.tex
Executable file
128
src/Warm-Ups/Rootbound/main.tex
Executable file
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\documentclass[
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solutions,
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hidewarning,
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singlenumbering,
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nopagenumber
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]{../../../lib/tex/ormc_handout}
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\usepackage{../../../lib/tex/macros}
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\def\utri#1#2{
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\draw (#1,#2) -- ++(60:1) -- ++(-60:1) -- cycle;
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}
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\def\dtri#1#2{
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\draw (#1,#2) -- (#1+1, #2) -- ++(-120:1) -- cycle;
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}
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\def\board#1{
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\begin{center}
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\begin{tikzpicture}[scale=#1]
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\draw (0,0) -- (6, 0);
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\foreach \y in {0,...,5} {
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\foreach[expand list] \x in {-6,-5,...,\y} {
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\utri{\x + 6 - 0.5 - \y * 0.5}{\y * -0.86603 - 0.86603}
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}
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}
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\foreach \y in {5,...,0} {
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\foreach[expand list] \x in {-5,-4,...,\y} {
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\utri{\x + 5 - \y * 0.5}{\y * 0.86603 - 12 * 0.86603}
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}
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}
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\draw (-3, -6 * 0.86603) -- (0, -12 * 0.86603);
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\draw (9, -6 * 0.86603) -- (6, -12 * 0.86603);
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\end{tikzpicture}
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\end{center}
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}
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\geometry{
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paper = letterpaper,
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top = 20mm,
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bottom = 20mm,
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left = 20mm,
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right = 20mm,
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headheight = 75mm,
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footskip = 15mm
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}
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\title{Rootbound}
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\uptitler{\smallurl{}}
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\uptitlel{Warm-ups}
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\subtitle{
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Prepared by Mark on \today. \par
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Based on \url{https://cjffield.com/rules/rootbound.pdf}
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}
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\begin{document}
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\maketitle
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\generic{Playing the game:}
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% Official size is 7 spaces per side, but variations work.
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You will need a pencil, an eraser, and a printed hexagonal board. \par
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Draw your pieces lightly---you may need to erase them. \par
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Turns alternate. Each player draws distinct pieces (for example, circles and squares).
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\vspace{2mm}
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An example board is drawn below. \say{Spaces} are the corners of the triangular cells, \textit{not} the cells themselves.
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Points on the edge of the board are also spaces.
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\board{0.4}
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During the first turn of the game, the first player must place one piece onto any empty space.
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From then on, each player may place either one or two pieces onto empty spaces, respecting the restrictions below.
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Players may not skip their turn unless they have no legal move.
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\generic{Claimed regions:}
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A \textit{claimed region} is an area of empty spaces that is only adjacent to pieces of a single color. \par
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No regions are considered \say{claimed} until both players have had a turn.
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\generic{Dead groups:}
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A group of pieces is considered \textit{dead} if it is cut off from all other same-colored groups and is not
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adjacent to a claimed region. At the end of each turn (except each player's first), erase all
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dead pieces that belong to the inactive player.
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\generic{Restrictions:}
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\begin{itemize}[itemsep=1mm]
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\item A piece may not be placed inside a claimed region.
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\item A piece may not be placed adjacent to two (or more) same-colored pieces if those pieces are also
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neighbors of each other. In other words, you may not form small triangles of one color.
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\item When placing two pieces adjacent to each other in a tun, they may not form a
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straight line with a third pre-existing piece of their color.
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\end{itemize}
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\generic{Ending the game:}
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The game ends when both players run out of legal moves.
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Each player's score is calculated by counting the number of empty spaces in regions they have claimed. \par
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The player with the highest score wins.
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\vfill
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\begin{ORMCbox}{Notes}{ogrape!10!white}{ogrape}
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\begin{itemize}
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\item
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Each player needs to make multiple groups before the first player's second turn. \par
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Otherwise, all their pieces will be removed from the game, resulting in an early loss. \par
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Do not make your first moves next to each other!
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\item Groups are easiest to secure near the corners or along the edges. Play there first. \par
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\end{itemize}
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\end{ORMCbox}
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\pagebreak
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\board{1.1}
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\vfill
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\board{1.1}
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\pagebreak
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\end{document}
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