an endgame position (sandbar version)

Get a taste of Syrtis tactics with these puzzles. To see a puzzle's solution, hover your cursor over it. Syrtis notation is explained below.

If Dark plays 1. xd1, Light replies with 1. ... a3c3.

If Dark plays 1. xc5, Light replies with 1. ... xb3. (Notice that 1. ... a3c3 falls to 2. c4f3.)

In both cases, Light threatens to win by complete light island.

1. d3b3

1. d3c3

1. xd2

1. e5f4

1. xd5

No matter how Dark replies to the last one, Light can play 2. e5d4 to win by complete circle island.

Dark cannot sink a tile before Light sinks four. For example,

1. xb3  a4c3

2. xb1  c3c2

3. xe4  d1c1

4. xd5

## Syrtis notation

Board locations are designated by a letter and number, as in the puzzles above. The number of letters and numbers always depends on the initial position of the puzzle or game; even if all the tiles in column 'a' have been sunk, a tile at b1 will still be at b1.

Actions are designated this way:

• A move is designated by the starting location of the moving tower, followed by its ending location.

E.g., in the position below, c3d4

• A slide is designated by the starting location of the sliding tile, followed by its ending location.

E.g., e2e4

• A sink is designated by 'x' followed by the location of the tile to be sunk.

E.g., xc2

• A pass is designated by 'p'.

Each numbered line indicates an action by each player, beginning with whichever takes the first turn. For example, the game below could continue like this:

1. c3d4

2. d4d3

3. b3c3

4. xc2

5. p

6. xd4

e2e4

p

a4b4

b4a4

e4e3

Dark wins by complete square island. Test yourself: Do you see why Light chooses to pass after Dark plays 2. d4d3?