Traps
Traps are the currency of Trike.
- Play inside a trap to defuse it.
- Two traps is one, one is none.
- Curvy paths must be travelled one step at a time.
- In case of doubt, set a trap.
- Larger traps catch more fish.
- A bridge is two half traps.
- A triangle is four half traps.
- The more enemy pieces you touch now, the fewer you will touch later.
- Make the adversary defuse their own traps.
- Stay on the better half of the board.
- Avoid your own traps until it is time to use them.
- Curvy traps are better than straight traps.
- Don't try to defuse a trap from the wrong angle, or you risk improving it.
- Avoid creating enemy traps with your own moves.
- Force the opponent to make board-dividing moves.
- Trading a trap for influence is an acceptable exchange.
- Don't swap pie offers in the corner.
- Swap pie offers next to the corner.
- Both the last AND the second to last move count as points (not just the last move).
- Do not play in line of sight of where you want to go; the enemy will take you away from there.
- Buried stones are useless.
- There are partisan traps (majority exists before the final three moves) and parity traps (majority depends on the final three moves)