Please read before you start your first game in the Pit.

General
Entering a move is simple, but requires a fairly strict format. First and foremost:


  • Put the cursor on a cell to get the coordinates and the composition of the piece, if present.
  • The applet does not accept shorthand notation such as 'df2'.
    You must comply with the required format, in this case 'd2-f2'.
  • However, the applet is basically a board and, provided the format is correct, will accept illegal moves just as a physical board would. There's an extended 'undo' function that allows you to take back any number of moves, provided the opponent cooperates by taking back his.
  • With the command menu you can undo your last move, end a game by accepting a loss or negotiate a draw.

Specific
  • When entering a stone, simply specify the cell where you want the stone to go, e.g. 'h4'.
  • When moving a piece, specify the start- and endcell, seperated by a hyphen (-), e.g. 'd2-h4'.
  • If you find yourself blocked or wiped out or otherwise in a lost position, please choose 'Resign' from the command menu to acknowledge and officially end the game.

New
  • The Tinkertown applet is now 'clickable'. When moving a piece, click it first. Next click the cell you want to move it. In a capture, click all cells your piece will visit in sequence, up to and including the endcell. They will be marked and the corresponding move will appear in the "your Move" field.
  • To clear, click on the bottom-right button [>>>|] (go to end). Now you can start over.
  • The click method only allows to submit if a move is completed. When you're happy with the move, enter your password and click "Submit move" as usual.