Tak Companion Book
Tak Companion Book
Tak Companion Book
Companion Book
by James Ernest and Patrick Rothfuss
Illustrated by Nate Taylor
The Name of the Wind, The Wise Man’s Fear, and Tak are trademarks of Elodin Enterprises, used by permission.
All rights reserved. No part of this publication (with the ironic exception of this paragraph) may be reproduced or
transmitted in any form or by any means, electronic or mechanical, including photocopy, recording, or any other
information storage and retrieval system, without the written permission of the publisher, except for purposes of
review.
ISBN 978-1-59100-069-3
(PDF Edition)
Contents
Two Faces of Beauty: Courtly vs.
Street Tak..................................... 29
Terms and Phrases: The Language of Tak..19 About the Creators: Who is Responsible
for This?........................................55
Of a Piece: The Origin and Meaning of James Ernest.......................................... 55
Tak Piece Shapes........................... 23 Patrick Rothfuss..................................... 56
Cane Pieces............................................. 23 Nate Taylor............................................. 57
Tavern Pieces.......................................... 24
Merchant Pieces..................................... 25 Credits.................................................... 59
Other Pieces........................................... 26
Capstones: Common and Personal........27 Hybrid 5x5 Game Board..............Back Cover
Patrick Rothfuss, James Ernest, hot tea, and Tak
Introduction:
Creating an Ancient Game
by Patrick Rothfuss
Y
ou hold in your hands a rare and wonderful
thing. It’s something I had hoped for, but
knew would probably never exist. This is
the companion book for Tak: a once-fictional game
that is now as real as real can be.
That collaboration led to our first superhero team- That summer, James reminded me that we had
up, combining his games and my world in Pairs. promised to make Tak. He wanted to invent it. He
wanted to build the whole thing from the ground
Pairs was a “New Classic Pub Game,” a simple card up, based on my descriptions in The Wise Man’s
game looking for a place to belong. James sent me Fear, and all the unwritten stuff in my head.
a test copy, I played it, and I immediately knew
that it would be a perfect fit for my world. Again, I said no.
Introduction: Creating an Ancient Game 1
So I told him, fine. Fine! Do it. Whatever. Jeez.
T
ak is a simple two-player strategy game. Tak boards can be 3x3, 4x4, 6x6, 8x8, or even
The goal is to build a road, a line of pieces larger. The “Classic Set,” the first retail edition of
connecting opposite sides of the board. Tak, includes a double-sided 6x6 board.
Setting Up
On your turn you may either place a piece in an Understanding movement is the key to the game,
empty space, or move one of the stacks under your so below are three examples of how pieces move.
control.
1: White can take as many as five pieces off the top of this stack.
(See carry limit, below.) That’s the whole stack, and she decides to
take it all. She could also have left one or more pieces behind.
In each space along the path, White must drop at least one piece.
These pieces come off the bottom of the stack.
2: In the first space, she decides to drop two pieces, which will leave
her in control of that space. She carries the remaining three pieces
onward.
4: She moves only the top piece, the standing stone, into the last
space. The end result of this move is shown in figure 4.
This single move gave White control of all three spaces, leaving
Black in control of no spaces at all!
The rest of this board is empty, to make the example more clear.
In a normal game, Black would probably still have control of some
other spaces.
But it’s not impossible for a move like this to happen in a real game.
If that were the case, Black could not move on the next turn, since
he controls no stacks; he would have to place a new piece.
Tall stacks are quite versatile. White had many other options with
this stack. She could have moved it to the north or south, or she
could have left different numbers of pieces in each position.
3: Figure 3 shows the end result of this move. Black has flattened
White’s standing stone, but has left White in control of the middle
stack. This is not perfect for Black, but this is fairly common,
because capstones often end up on top of pieces of the opposite
color. The end position shows why: Black has flattened White’s
standing stone, so he again finds his capstone atop a White flat.
Note that capstones can flatten stones of either color (not just the
opponent’s color).
As in the previous example, the player had many options for what
pieces to leave where. The only requirement was that in order to
flatten the standing stone, the capstone had to finish alone.
Calling “Tak”: There are two schools of thought on calling “Tak.” This is simply a warning to your
opponent that you are one move away from winning. Some players believe it is unnecessary, and even
counterproductive. Others believe it is an essential courtesy, and that not calling “Tak” goes against
the fundamental spirit of the game.
Neither of these opinions is completely without merit, and the decision falls to the style of each player
group as to what is best for your game. For more, see “Courtly vs. Street Tak” on page 29.
Carry Limit and Stack Height: There is no upper The goal of the game is to create a road, which is
limit to the height of a stack. However, there is a a line of pieces that joins opposite edges of the
limit to the number of pieces you can move off of a board (north to south or east to west). This is
stack, called the “carry limit.” called a “road win.”
The carry limit is always equal to the width of the A road is mainly composed
board. So, in a 5x5 game, the largest number of of flat stones. Your capstone
pieces that you can carry is five. That means if you can also be part of a road,
start with a stack of 7, you must leave at least 2 of but standing stones cannot.
those pieces in the starting position. If either player has a road,
the game is over and that
Insurmountable Pieces: Neither a capstone nor a player wins.
standing stone can have a piece stacked on top
of it (except that a capstone can flatten a stand- Flat Win: The game also ends if the board is full,
ing stone). These pieces place and move normally, or if either player runs out of pieces. “Full” means
but can’t be stacked upon. Therefore, it’s illegal to that there are no empty spaces on the board.
make a move that would place a piece atop these
types of pieces. As soon as either player fills the last board space,
or plays their last piece, the game is over. If no one
Flattening Stones: The capstone can move onto a has a road at this point, then the winner is deter-
standing stone, flattening it. A standing stone can mined by counting the flat stones. This is called a
be flattened only by the capstone by itself, not by a “flat win.”
taller stack with the capstone on top.
Count only the flat stones on top of all the stacks
A capstone can make a longer move (with a taller on the board. Standing stones and capstones are
stack) before flattening a standing stone, as in the not counted, nor are flat stones that are covered.
example on page 7, but the capstone must be the
only piece that moves onto the standing stone. If this count is tied, then the game is a draw.
A capstone can flatten a standing stone of either Double Road: If a single move completes a road
color. for both players, then the active player wins.
For example, if White makes a move that creates a
Aside from flattening it with a capstone, you can- white road and a black road, then White wins because
not lay down a standing stone. it is White’s turn.
8 Tak Companion Book
Scoring Basic Strategy
Scoring is not strictly necessary, but it is a good You can learn the basics on a smaller board. 3x3 is
way to track your results over several games. actually a little weird, so most people learn on 4x4.
Because there is a slight advantage for the player When you play 4x4, you have only 15 stones per
who goes first, it’s most equitable to play an even side, and no capstone. This quick-playing game lets
number of games, alternating who goes first. you learn the offensive abilities of standing stones.
Your score for winning is equal to the size of the Most of the stones you play will be flat.
board (for example, 25 points in a 5x5 game), plus
the number of pieces that remain in your reserve. In most games, you should expect the first few
rounds to involve placing, not moving, because
For example, in a 4x4 game, if you win the game it’s advantageous to get more pieces into play.
with 4 unplayed pieces, you score 20 points. This is However, there will come a time when you need to
16 points for the board, and 4 for the pieces. make a move, or place a wall, because a flat stone
won’t accomplish what you want.
Using this system, you will score more points by
winning more efficiently. Players are often just one or two moves away from
winning. Some threats are easy to neutralize, and
others are harder (or impossible). Obviously your
strategy should be to answer your opponent’s
threats while developing your own.
W elcome.
What you hold in your hands is the pure child of my mind. For more than a year’s time I have labored
to produce a monograph on Tak like none other in existence.
Never before has a single work attempted to bring together so many diverse sources in an attempt to
illuminate the history, strategy, and culture surrounding Tak.
It is my hope that it may provide a useful resource to future scholars, current enthusiasts, as well as
new players curious about this, the noblest of games.
T
ak is an ancient game, older than empires. dozens of volumes on tactics, history, arithmetic,
For centuries, its simple rules and deep and etiquette. But many of those books are woe-
strategies have captured the hearts and fully inaccessible to the common man. They are
minds of players throughout the Four Corners badly translated, overwritten, or simply impossible
and doubtless into the barbarous lands beyond. It to discover without access to private collections or
is not for nothing that famed strategist Peyramo many hours in the deep stacks.
Dolsn referred to Tak as “King of games, and the
game of Kings.”
Ancient examples have been Though some players used decorative doubling
found in armories, soldiers’ markers, these were often common objects such
graves, and the foundations as buttons or beads. The Hut was the only special
of ruined towns, and pre- piece required for the game. Huts were sometimes
date any written record of carved from wood or bone, and some examples of
the game by several hundred this piece still survive today. There are a few sur-
years. prisingly elegant examples, indicating that Kaen
was not exclusive to the lower classes.
A more stylized Hut is shown
at left: it is a simple four-sided Versions of Kaen are still played in Modeg and
barrel die, marked with the throughout the small kingdoms today.
numbers 1 through 4. These
marks can be simple dots, but The game is also known by the names of Kaene and
more often they are glyphs High Bridge. It is believed to have given rise to a
representing those numbers. A common glyph set family of dice-based gambling games too numer-
is shown below. ous for this volume.
Locke is a quick-playing board game that uses a The oldest known game that closely resembles
5x5 board with ten pieces per player. Locke has its modern Tak comes from Venumet, roughly 700
roots among the Ademre, and is still played there, years ago. Predating any other known mentions by
though not widely. more than a hundred years, the game of Trio was
first described in the journal of the infamous Yllish
Without any piece as distinctive as a Hut, there is explorer Farau Lyari.
little artifact evidence of Locke, which gives us few
hints to the true age of the game. Although we have several complete Trio sets from
various locations and time periods, the game is no
Similarly, the nomadic nature of the Ademre be- longer played, and the rules are a subject of con-
fore their settlement in northern Stormwal means jecture. If it were not for Farau’s description of the
that written records from that time period are not games he played against Avara, the daughter of his
just rare, they are nonexistent. host, we would have very little information on this
game at all.
The earliest known mention of a game similar to
Locke is in Delitari’s Cemopendia, so we can show In his journal, Farau describes a game similar to
the game to be at least 1200 years old. But most Locke, using a 5x5 board and turn-based place-
scholars believe it to be much older than that. ment of stones. The game uses stacks of pieces,
like Locke, but it’s clear that players were allowed
From what we can find, the ancient game of Locke to stack their own pieces on top of their opponent’s
seems quite similar to the game that is played pieces, creating a new kind of game play.
in Ademre today. But with virtually no textual
referents, this assumption is entirely speculative. Farau’s journal is useful, but it is important to note
that he dwells more on Avara’s charms and their
Locke is a strategy game in flirtatious conversation rather than on the rules of
which pieces can move and the game. This is hardly surprising.
combine into stacks. The
goal is to occupy any three While Farau’s journals are a boon to historians
spaces along the center line. and scholars, Farau himself was neither. Let us
be honest and know the man for what he was, a
Note: The full rules to Locke scoundrel and a braggart with the morals of a feral
are given later in this book. cat, albeit one with a clever quill.
14 Tak Companion Book
Yllish frailties aside, we owe quite a bit to his
bawdy nature in this particular instance, as it
brings us unique information as to the nature of
the game:
Whatever the game’s origin, the fact that Tak was Starting Player: The loser of the game takes the
popular in this particular time and place is hugely white pieces (and the lead) in the next game.
significant.
Draws: If the game is a draw, Black wins.
18 Tak Companion Book
Terms and Phrases:
The Language of Tak
P
layers new to Tak can often be confronted Captives: Pieces of the
with a great deal of new terminology, above opposite color that are
and beyond that which is required to actu- contained within a stack.
ally play the game. Below is a list of common game Also called Prisoners. (Pieces
terms and Tak-related colloquialisms that may of the same color are called
help ease your way into the community of players. Reserves, q.v.)
For the scholarly among you, I have included some The stack pictured at right
notes on the regionality of the terms, and extended is controlled by Black, and
some of my own theories as to their etymological contains two white captives
origins. and one black reserve.
Aturan Start: To start the game by throwing each Coverage: Roughly, the proportion of enemy
player’s first piece onto the board, intended to give pieces that are captive. “High coverage” means that
the game a more random start. Traditionally one a large ratio of enemy pieces are in stacks under
throws one’s own piece, not the opponent’s. your control.
Brooker’s Fall: To run out a tall stack in order to Crushing: The act of a capstone moving onto a
crush one of your own standing stones with your standing stone and converting it into a flat stone.
capstone, creating a more powerful and strategi- Also Toppling or Flattening.
cally advantageous piece.
Guard: A standing stone placed near a stack as a
Caning: In phrases like “Getting Caned” or “Tak- blocker, usually to keep a capstone from moving to
ing a Caning” this refers to being badly beaten. its full reach.
Specifically, a humiliating defeat delivered by an
opponent with less experience, or someone of Hawking: Capturing a stack of your opponent’s
lower intellect or social class. stones (over several turns) by gathering them up
with a standing stone or capstone. This is a gam-
Doubtless this is an old piece of slang referring to be- bit overtly intended to collect a large number of
ing beaten by a rustic opponent who could only afford captives. This term appears to be regional to the
a homemade set of cane pieces. Commonwealth.
W
hile much has been written about the A cane or “rustic” set is made of rough circular
game of Tak, relatively little has been pieces with a small slice cut off the bottom. This
said about the equipment used to play “foot” allows them to stand upright. Traditionally
the game. In some ways this oversight is quite un- these sets were hand-made from saplings, which is
derstandable, as the game is highly abstracted in doubtless where the term “cane” comes from.
its pieces. (As opposed to a game like Fortua where
pieces are stylized to the point of archetype, and True rustic sets, made from saplings, are distin-
the interplay of lancers, masons, beggars, and the guishable by their irregular sizes and curves, and
like create narrative as they interact.) have concentric rings at the center of the piece. A
passage from a little-known anonymous text titled
While the iconography of Tak is not nearly so fer- simply Games of the Commonwealth describes the
tile a field as Fortua, there are still some elements process by which these sets were made.
of note if we look into the provenance and cultural
underpinning of some piece shapes. Choose a straight staff of a hard-stock tree,
throughout two fingers wide, and mostly
without shoots from shoulder to palm. Let
stand to dry. Dress and mark it at quarter-
inches, flat cut and chop the foot. Save two
shorts for carving the capitals. Sand with
stone or rasp, and finish with light oil for the
day pieces, dark stain and oil for the night.
Aside from staining, other techniques for coloring
Cane Pieces the dark pieces include charring, and simply leav-
ing on the bark. Of course, the two sides can also
The flat-bottomed round stones shown above are be made from different varieties of wood.
traditionally referred to as “cane” pieces. In recent
years, some players have started to refer to them In the modern day, when manufactured sets are so
as “coins.” While it is easy to assume the origin of easy to come by and even the most disreputable of
this shape has something to do with money, quite dockside bars will likely have one, it is rare to see a
the opposite is actually the case. true handmade cane set except as a novelty.
Of a Piece: The Origin and Meaning of Tak Piece Shapes 23
Manufactured cane sets are more uniform in
shape, of course, and are probably more deserving
of the name “coin” sets. Though honestly, at this
point the terms are becoming hopelessly inter-
mingled, and the distinctions are of interest only
to those of us who care enough to vainly fight to
maintain the perfect clarity of language.
Which, given your average farmer’s lack of ready Whatever its origin, the fact remains that the trap-
coin for “boughten” goods, makes a certain ezoid has become the most common piece shape in
amount of sense. Temerant.
In my travels I have seen Tak sets made from horn, Occasionally this leads to something aesthetically
bone, fine hardwood, and carved stone. pleasing. But frequently, if the designer has more
creativity than sense, the pieces do not play well.
The novelty of a triangular set wears off at the ex-
act moment one’s carefully constructed Lady spills
unexpectedly across the board, ruining the game
and costing the player a well-earned victory.
T
ak is a singular game. Deceptively simple. ever-doubling stakes. They play against the clock.
Surprisingly deep. When I first read Maris They grant no quarter, and neither do they beg it.
Cintor’s work on the subject, the game
found its way into my heart and has never left. Let me say this in a different way: The purpose of
street Tak is winning. The purpose of courtly Tak is
But there is a cultural divide in the game that I showing that you are the better player.
rarely see discussed. Two different types of play,
which I think of as courtly Tak, and street Tak. With that paradox in mind, let us examine some
particular differences in these styles of play.
Courtly Tak is typically played for intellectual and
social gains. Games are slower. Tactics and strategy
are valued. Gentility and courtesy are essential.
It may seem that I am displaying a bias here, and You can find a game of street Tak in any pub or
this is true: I prefer courtly Tak. It suits my natural tavern. It’s usually the 5x5 game, but “street Tak”
gifts and temperament. I enjoy considered play, is more about an attitude than a set of game rules.
gentility, and the admiration of my peers. That At the very least you’ll play for points, but more
said, I know good players whose focus is otherwise. typically you’re playing for money. Your goal is to
They love the thrill of money changing hands and win, as big as possible.
Two Faces of Beauty: Courtly vs. Street Tak 29
Players rarely call “Tak” in this environment. After Courtly Tak
all, what fool warns her opponent that she is about
to win? The perfect victory is a quick, stealthy win, The civility of courtly Tak is usually reserved for
snapping like the jaws of a trap. If they can’t see it the stately homes of those in high office, removed
coming, the fault lies with your victims. Sweep up from the filth and bustle of city life.
your winnings and reset the board.
However, as I mentioned above, some people can
By the same token, turns are rarely forgiven or transcend their environment and play with class in
taken back freely, although some house rules any locale.
allow a player to pay a penalty or invoke a doubling
token to walk the game back. When playing courtly Tak, it’s important to
remember that the point is not strictly to win. The
I have known some street Tak games to be timed, point is to prove that you are the better player.
though this can be cumbersome without access to
a gear watch or a harmony clock. In a timed game, This means, among other things, that you always
the emphasis is on quick wit and cunning, rather call Tak. Warning your opponents of their predica-
than elaborate strategy and tactics. ment allows them to play their best game.
There is a complex game beyond the board in street What pride is there in winning by surprise? I want
Tak, a manipulation of advantages. Bluffs and my opponent to see my victory rolling toward
feigned weakness. Intimidation and the use of them, brilliant and unstoppable.
distracting or misleading chatter.
Similarly, if my opponents realize they have made
The cost of a bottle of fine Yllish wine might be a mistake, they should be allowed to take back
considered an investment against future winnings their moves, even running the game back to the
as you attempt to blur your opponent’s wits with beginning if appropriate.
drink.
I once saw Maris play against a skilled Modegan
Because of these things, a player who loses three Lord by the name of Sovoy. They were halfway
small wagers but scores a huge purse on the fourth through a marvelously elaborate game when Sovoy
game has beaten her opponent in the game beyond remarked, “I’m so sorry. I made a mess with my
the board. capstone three turns back.”
This is the heart of street Tak, and assuming that “I was wondering about that,” Maris said. “It
all parties know the rules, it can be a beautiful seemed a bad play, but I didn’t know if you might
thing. have some secret hiding in the middle of it.”
30 Tak Companion Book
“No,” he said. “Simple foolishness. Would you mind Though betting is not commonly a part of courtly
terribly if we reel it back a bit?” Tak, there is still a great deal to the game beyond
the board.
“Not at all,” she said graciously. “It seems a shame
to let a blunder like that spoil so delightful a Coins do not change hands, but there is still a
game.” great deal of social currency to be won or lost.
They reversed their moves, then played again from For example, in a courtly game, the first person to
the spot where Sovoy had made his error. And, in play a capstone has lost a small battle.
the end, Sovoy won the game.
This player is admitting that he needs his capstone
A street player would doubtless shake his head at to win, or at the very least that he is afraid of his
this. Maris could have won easily, but she didn’t. opponent or the current situation.
Therefore, in the street player’s eyes, this type of
play was foolish bordering on insanity. In any case, when your opponent brings out his
capstone first, you’ve scored a small victory.
But courtly players vie for a different kind of win.
Without Maris’ permission, Sovoy couldn’t have You also score social points when you execute a dif-
undone his mistake, and would surely have lost ficult strategy against your opponent. When you
the game. So who was really in control? The person trap their capstone into uselessness, or cover and
who won, or the person who allowed him to win? capture their pieces to the point of frustration.
When you push them from threat to threat, giving
I will tell you, there was no doubt among the spec- them no chance to recover or regroup, or transi-
tators as to who had made the better showing. tion from a Temskin defense into a Brooker’s fall
and thence to victory.
Maris. Always Maris.
None of these things will put a penny in your
Think of when you last taught a new player. Was purse, but all of them are beautiful, and each of
there any shame at losing to your pupil? Certainly them shows your mastery of the game to anyone
not, because it’s understood that the teacher is not who understands what they are watching.
playing to win. You should be proud when your
student sees an opening and capitalizes on it. And even if no one is watching, your opponent
knows. And no matter how they might smile, you
This shows you are experienced enough to teach know that they know.
the game, wise enough to leave an opening, and
humble enough to let your student win. That is the joy of courtly Tak.
Two Faces of Beauty: Courtly vs. Street Tak 31
Customs and Variations:
Tak Around the World
T
ak is known in all the four corners of the Downings: “Double the Line.” If the winning road
world, from The Ceald to Vintas, from is a straight line, the loser pays double the win-
Modeg to Ademre. With such a broad ner’s piece count. For example, if a player wins
range, there are sure to be variations in the game with a straight line and has 7 pieces remaining,
from one place to the next. Below are a few exam- her opponent pays the usual 10 coins for the board
ples of how the game looks and plays in different (as mentioned above), plus 14 for the remaining
locations and cultures around the world. pieces (7 coins doubled).
If you know anything of Tak, you know the stories It is comforting to imagine that all cleaners are
of Breon Mercer, a charming rogue who traveled easily spotted. As traveling scoundrels, they drift
the world in high style, financed mainly by his into town as loudly and obviously as the Edema
winnings at Tak. Or of the legendary Teni Meran, Ruh. But this is sadly not the case.
whose unique string of victories relied little on
having any skill at the game, but solely on the Experienced players will not fall prey to grubby
gullibility of the other players. drifters with dust in their hair. But we can trust
too much. We can be deceived with a charming
Toward the end of his life, Breon Mercer reputedly Yllish accent and the promise of friendship.
lamented that the thrill had gone out of the game,
as people would line up just for the privilege of So I am telling you, beware. You may think some-
losing to him. one a colleague in scholarship. You may believe you
are united in your love of the Beautiful Game. But
However, it is important to realize that while though you might feel someone a friend, they can
Mercer and Meran are romantic figures, there are bide their time, gain your trust, then take unfair
many far more unsavory characters who follow in advantage of you when you are uncharacteristi-
their footsteps in this modern day. cally in your cups. And while the loss of coin can be
painful, it is a small defeat compared to the loss of
If you are new to the game, be wary of such people. one’s dignity and innocence.
They will frequently lose a few games at first, play-
ing desperately and foolishly, and giving you the Or so I have heard.
Customs and Variations: Tak Around the World 39
Tak in Song:
The Ballad of Teni Meran
by Molly Lewis
T
his song describes the strange exploits of Tak, tak, the stones went down
a legendary Tak hustler. It was created for Tak and the stones went down
this book by songstress Molly Lewis.
Before the start of every game
Now let this poet bend your ear He drew his rival near
Her story you should know Respectfully to ask his name
Of what she saw, not far from here, And whisper in his ear.
And not so long ago
(And not so long ago) The challenger would pause in thought,
Or sometimes give a groan,
In Abbot’s Ford we lay our scene And then the stranger won the pot
A public house of brew And never moved a stone.
The stranger stood as close to me
As I am now to you. Tak, tak, the stones went down
Tak and the stones went down
This vagabond was gray and old
And wrinkled to his bones As rumors of this challenge spread,
But wagered he a pouch of gold The town was thunderstruck.
To play the game of stones “A winning streak so long,” they said,
“Cannot be merely luck,
Tak, tak, the stones went down “No one could have such luck!”
Tak and the stones went down
He played like none had seen before
The stranger threw this challenge down His secret no one knew.
His mastery to prove: And with each battle in the war
“I’ll play with anyone in town The sums of money grew.
And win without a move.
Yes, I’ll win without a move!” Tak, tak, the stones went down
Tak and the stones went down
To best a foe in such a way,
Can simply not be done Does he invoke a dreadful curse
But by some ruse or clever play, To rob his foes of breath?
He conquered every one! Perhaps he threatens something worse
Catastrophe or death?
Tak in Song: The Ballad of Teni Meran 41
There’s not a boy or girl alive The old man saw his act was blown
Who does not know these rules But never moved a single stone
Yet each opponent takes a dive The Hero made his victory known
Is this a town of fools? His prize was fairly earned!
He must take us for fools! A fortune fairly-earned!
At last the local champion Tak, tak, the stones went down
Agreed to join the game Run that trickster out of town!
“I’ll hear the reason for his run,
Then thrash him all the same!” The people cheered to watch him go
(Hooray!) I’ll thrash him all the same! His shoulders stooped in shame
But little did these people know
Tak, tak, the stones went down He had not lost his game.
Tak and the stones went down
This double-dealer’s losing play
“My friends,” he said, “If you’ll permit, Was in his partner’s plan:
I’ll make this mountebank admit She made a hundred bets that day
His tournament was counterfeit Against the whisp’ring man.
His victories unreal!”
The sack of gold he left behind
The old man swept the table clear Held pieces twenty-four,
And beckoned his opponent near But Teni’s wagers paid in kind
And spoke a secret in his ear And seven hundred more!
Which I shall now reveal:
You see, my friends, you’ll never cheat
“If you should lose this game to me A con-man at his game!
And pay me for my victory, He’ll make you feel you have him beat
The next game’s winnings pass to thee And rob you all the same.
Now, do we have a deal?”
I stand before you humbled by
Our hero seemed to acquiesce Respect for my old man.
His starting moves did not impress. Who handed down his methods
But after ten stones, more or less, To the author of this plan:
The tide began to turn. Your humble balladeer, who is
The trickster Teni Meran!
The young man did not take a fall
He laid a road and built a wall Tak, tak, the stones went down
The gathered crowd were rapt withal Tak and the stones went down!
To see the stranger burn. Tak, tak, and the stones went down!
F
ollowing is a set of Tak puzzles created for
this book by designer Ira Fay. In each puzzle,
Black can win in one or two turns.
Puzzle 1: 3b4↓12. Move the three stones from b4 Puzzle 8: a4. Place a flat stone on a4, creating two road
south along the B file, leaving one stone on b3 and two threats on a3 and b4. White’s only way to stop both
stones on b2 to complete a black road from E to W. threats is to move White’s wall on d3 with d3↑, but that
allows Black to win with a different road by playing d3.
Puzzle 2: 3a4→111. Move three stones from a4 east
across the 4th rank, leaving one stone per space. This Puzzle 9: d4↓. Move Black’s wall on d4 south one space
fills the board, and Black wins on flats, 7 to 6. to capture the stack on d3, which also stops White’s
immediate road threat. Black now threatens a road by
Puzzle 3: 3b1↑111. Move three stones on b1 north up 3d3↓12, which would leave a black stone on d2 to com-
the B file, leaving a white stone on b2, a white stone on plete the road on the 2nd rank. White could move the
b3, and a black stone on b4 to complete the road across large stack on d2, but a black stone would inevitably be
the 4th rank. This also creates a road for White, but left behind on d2, due to the carry limit of 4 stones. If
Black is the active player, so Black wins. the white stone ends on b2 or c2, Black recaptures and
completes the road with 4a2→22. If the white stone
Puzzle 4: 2d2←. Move the top 2 stones from d2 to the ends on a2, Black recaptures with a1↑.
west one space, uncovering the black stone on d2 to
complete a black road from N to S. Puzzle 10: 2b1↑. Move two stones from the b1 stack
north one space, threatening a road on either a2 or
Puzzle 5: c4↓. Move the stone on c4 south one space, b3. White’s only way to stop both threats is to move
capturing the white stone on c3. Black now threatens white’s wall on d2 to capture the b2 stack, but that al-
a road on either b3 or c2, and White can’t stop both lows black to win with a road on the D file with 2d1↑.
threats with a single place or move. If White blocks
with 2b4↓11, Black can complete a road on a3. Puzzle 11: 4c4←22. Move four stones from the c4
stack west, leaving two stones on b4 and two on a4.
Puzzle 6: 4a4↓22. Move four stones from the a4 stack This move leaves a white stone on c4 due to the carry
south, leaving two stones on a3 and two stones on a2. limit, but it creates two road threats for Black: one
That stops White’s road threat on a2, and also makes along the 4th rank with 2d4← (or 4a4→13) and the
a double road threat for Black on a1 or b2. White can’t other along the A file with 4a4↓13. White cannot stop
stop both threats. both roads in a single move.
K
aen and Locke are real games, created for However, the true goal of the game is to win
this booklet. Below are the rules to both, as money, and there are several ways for the game to
well as a short article about Patrick Roth- end without a finished bridge.
fuss’ early concepts for Tak.
Components: You need a game board, money for
betting, a die, a doubling marker, and about ten
stones per player (Tak pieces work nicely).
Players choose opposite sides of the diamond Usually, you start your turn by rolling the die.
board. Clear the board and place the doubling (Other options are listed under “Before the Roll.”)
marker in a neutral spot. On the first game, start
with a random player. In subsequent games, start Your roll gives you permission to place a stone in
with the loser of the previous game. an empty space in the indicated row. One player’s
rows are the other player’s columns. (See the board
Each player makes the same starting bet, for diagrams on the following page.) For example,
example 2 chips. This bet should be a multiple of if you roll a 2, you can play a stone in any empty
2, because sometimes players can retrieve half of space in your “2” row.
their bet.
Full Row: If you can’t place a piece, because the
Keep the two players’ bets in separate stacks, as designated row is full, you must choose one of
each bet may change independently during the these two options: you may forfeit the game, or
play of the game. you may match your bet and continue.
The total chips in play including both players’ bets “Matching” your bet means adding more money
are collectively called the “pot.” equal to the current size of your bet. For example,
if your bet stands at 4, you must add another 4 to
make it 8. You will place no stone on this turn, and
the turn passes to your opponent.
You have two options before you roll the die. You On the first turn, both play-
can double or surrender. ers make an initial bet of $2.
Player 1’s first roll is a 2, so he
Double: If you have the doubling marker, or if it is can place a stone in any spot
neutral, you may offer it to your opponent. They along his row 2. He places at
may either accept the offer, or forfeit the game. (2,3), as shown here.
If they accept, both players double their current bet, In Kaen you are often making strategic decisions
and the game continues. You then proceed to roll between completing your own bridge and blocking
the die as usual. your opponent’s bridges and rows.
Obviously you will double when you think you are For the first few rounds,
in a strong position to win. placement is normal. Then
Player 2 rolls a 3, selecting a
Surrender: If you don’t like your odds of winning, row that is already full. She
you can surrender before you roll. In this case, take could forfeit now, but she
back half your total bet, and forfeit the game. chooses to match her bet.
Keeping Score The strategy behind this decision is that for P2,
three rows are still open. For P1, three rows are
This is a gambling game, so the long-term goal is blocked. This means P1 is far more likely to get
to finish with more money than you started with. stuck with a bad roll. And at this point in the
If you wish to play a series of fixed length, choose game, neither player can complete a bridge.
a number of games and then compare your hold-
ings at the end. You will have to decide whether a On the next turn, P1 rolls a 1, and is indeed
player is eliminated when she runs out of money, blocked. He could have surrendered before the roll,
or if she can reload. taking back $1 and losing only $1. Now he has to
decide whether to forfeit (losing $2) or put out
One option when a player is out of chips is to another $2.
reload both players and double the stakes! This
is more practical when you are playing only for Since on the next turn P2 will probably double, P1
points; when playing for money, each game should decides that his best odds are to forfeit rather than
be considered independent, and the stakes should paying the extra $2 on this turn. This ends the
be chosen at the start of each game. game, and P2 collects the pot of $6.
Game Rules II: Rules for Kaen and Locke 51
Starting Player: On the first game, play begins with
a random player. On subsequent games, the loser
How to Play Locke of the previous game goes first.
Locke, also called “Centerline,” is a quick-playing Object: The object of the game is to occupy any
strategy game, played on a 5x5 board with ten pieces three spaces along the middle row.
per player. Locke has its roots in Ademre, and is still
played there, though not widely. Stacking: Pieces of the same color can stack up,
creating larger and more powerful stacks. The
Equipment: A 5x5 board and ten pieces per player. maximum size of a stack is 3 pieces.
Your pieces can be anything: Tak pieces, pebbles, Each Turn: On your turn, you will usually move
buttons, or coins. It’s not necessary that the pieces one of your stacks (a “stack” can be size 1, 2, or 3).
be able to stack, but it’s nice if they can. Instead of moving, you may play one piece from
your reserve into an empty space in your first row.
When the pieces don’t stack, the Locke board can
be made with shallow wells rather than flat spaces, Movement: Different-sized stacks can move and
to keep multiple pieces grouped in the same spot. capture in different ways. In general, pieces can
This can be accomplished by carving wells in wood move into an empty space, or they may combine
or stone, or just by making divots in the ground. with allied pieces, up to a maximum stack size of 3.
Setup: Each player Stacks can move a distance up to their size (1 space
starts with eight for a stack of 1, etc.), along a straight, open path.
pieces on the board, There are no jumps and no diagonal moves.
arranged as shown
in the diagram at A stack can capture a stack that is exactly 1 piece
right. Your other smaller than it (for example, a 3 can capture a 2).
two pieces start in
reserve. Capturing: Captured stacks are knocked out of play.
When a stack is captured, its component pieces
return to their owner’s reserve, from which they
can be put back into play one at a time.
Pat wanted to write intelligently about the game, Fig. 1 Fig. 2 Fig. 3
even if he didn’t explain the rules, and he knew
this would be easier if he had a real game. Influence dictates where you can place stones. You
can’t build where your opponent has more influ-
Through this process, Pat discovered that game ence than you. (If it’s tied, as with an empty space,
design was trickier than he thought. His first three either player can build there.)
games ended in a perfect tie, including the game
where he was actively trying to lose. By stacking pieces, you create
stronger influence in a closer
Pat sat down recently and showed me some of the space. For example, a stack of
concepts that he incorporated into his original Tak 3 pieces exerts three points of
concept. Like the final game, the original Tak con- control in the four neighboring
cepts were played with colored stones on a square spaces (fig. 4). Fig. 4
gridded board.
The crucial aspect of influence is that, if strong
Influence enough, it can actually remove opposing pieces
from the board.
The core concept of “Pat Tak” revolves around
influence. You want to build networks of pieces that These pieces are probably captured, as in chess,
exert influence over spaces on the board. Influence rather than returned to the infinite supply, as in
dictates the areas where you and your opponent go. But again, this game was in a formative state
are allowed to play. The goal is area control: in when it was abandoned, so many variations are
short, you want to play more pieces onto the board possible.
than your opponent.
Pat played very little with this game concept, and
A single pieces exerts one point of influence into no written rules survive. One might consider it a
the four adjacent spaces (fig. 1). A line of pieces design project waiting for a designer, or just one of
has more power in the direction of the line. the steps on the road to Tak.
54 Tak Companion Book
About the Creators:
Who is Responsible for This?
T
his book was created by Patrick Rothfuss In 1996, James Ernest founded Cheapass Games,
and James Ernest, and illustrated by Nate a low-budget game company famous for requiring
Taylor. Here is a bit more about them. their players to provide generic spare parts like
dice, pawns, and play money. Cheapass released
a variety of original games at rock-bottom prices,
including Kill Doctor Lucky, Button Men, BRAWL,
Unexploded Cow, and Lord of the Fries.
T
ak is not actually a thousand years old, Special Thanks:
and Daramin Centes is not a real person.
Instead, we are grateful to many real live The first edition of Tak was made possible by a
contributors to this book, including: Kickstarter campaign, run by Cheapass Games in
the spring of 2016. The campaign raised $1.35M
Book Text: from 12,000 backers, and this book was part of the
Patrick Rothfuss and James Ernest reward structure.
Game Design:
James Ernest and Patrick Rothfuss Our deepest thanks to the enthusiastic and patient
Playtesters: backers who made this possible, and to the staff at
Boyan Radakovich, Paul Peterson, Rick Fish, Cheapass Games and Elodin Enterprises:
Jeff Morrow, Jeff Wilcox, Joseph Kisenwether,
Craig Stockwell, and many many others! Cheapass Games:
Edited by: James Ernest
Carol Monahan and Cathy Saxton Carol Monahan
Front Cover and Interior Art: Cassidy Werner
Nate Taylor
Back Cover: Elodin Enterprises:
Pete Venters Patrick Rothfuss
Tak Pieces and Photos: Amanda Hoerter
James Ernest Mindy McCord
Puzzle Design:
Ira Fay; testing by Josh Brannon, Gabe Cohn, Other Resources:
David Cornwell, Alex Fay, Marshall Fay, Tom
Gale, Hawkbat, Patricia Komoda, Maron, Patrick Rothfuss and James Ernest are both clever
Brandon Patton, Shawn Patton, Nick Peeples, enough to have their own URLs:
Sam Thibault, Ben Wochinski, Eric Zeller patrickrothfuss.com
Tak Notation: jamesernest.com
Ben Wochinski
The Ballad of Tak: The newest information about Tak can be found at:
Molly Lewis and James Ernest jamesernest.com/games/tak
Credits 59