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Teeko

Teeko is a science topic covered in the lgStudy science library. This page brings together a partial reference excerpt, illustrations, worked examples, real-world applications and a short study plan, so you can understand Teeko rather than just read about it. In short: Teeko is an abstract strategy game invented by John Scarne in 1937 and rereleased in refined form in 1952 and again in the 1960s. Teeko was marketed by Scarne's company, John Scarne Games Inc.; its quirky name, he said, borrowed letters from the games Tic-tac-toe, Chess, Checkers, and Bingo.

Teeko — main illustration
Teeko — illustration

Key takeaways

  • Teeko belongs to science; place it in that map before memorising details.
  • Learn the definition first, then one example that makes the definition concrete.
  • Connect Teeko to a quantity you can measure, compute or draw — that is where exam questions come from.
  • Reproduce the core statement of Teeko from memory before moving on to harder problems.

Reference excerpt

Teeko is an abstract strategy game invented by John Scarne in 1937 and rereleased in refined form in 1952 and again in the 1960s. Teeko was marketed by Scarne's company, John Scarne Games Inc.; its quirky name, he said, borrowed letters from the games Tic-tac-toe, Chess, Checkers, and Bingo.

Standard Teeko Standard Teeko is also known as Teeko 44 Positions and is a game for two players.

Equipment The Teeko board consists of twenty-five spaces arranged in a five-by-five grid. There are eight markers, four black and four red; in the final edition of the game (1964), the markers are marked with one to four spots similar to the standard pips on dice. One player, "Black" plays the black markers, and the other, "Red", plays the red.

Gameplay One player conceals two pawns in their closed hands, one of each color. The other player selects one hand and plays the color that is revealed.

Black moves first and places one marker on any space on the board, with the exception of the central spot on the board. Red then places a marker on any unoccupied space. Players continue to take turns placing markers on empty spaces until all eight markers are on the board. Once all eight pieces are on the board, if neither player has won after this initial "drop" placement phase, then they move their pieces one at a time, with Black playing first. A piece may be moved only to an empty space adjacent to its starting space, meaning adjacent horizontally, vertically, or diagonally, as indicated by the connecting lines on the board.

Objective The object of the game is for either player to win by having all four of their markers in a straight line (vertical, horizontal, or diagonal) or on a square of four adjacent spaces. Adjacency is horizontal, vertical, or diagonal, but does not wrap around the edges of the board. The 44 positions name comes from the number of ways in which four in a row or the small square can be created.

If a player wins by completing four-in-a-row or a small square, the score for the game is based on the pip value of the last marker placed or moved to win, and the position of that last marker on the board. When the last marker is played onto the center or one of the four corners of the board, the player receives a bonus of four points in addition to the pip value; plays into one of the other 20 spots on the board receive just the pip value with no bonus.

Analysis The rules, as summarized above, are very simple, but the strategy is complicated enough to fill a book, Scarne on Teeko (1955). Nonetheless, Guy L. Steele Jr. solved the game (i.e., showed what must occur if both players play perfectly) via computer in 1998 and found neither player can force a win. Steele also showed that the Advanced Teeko variant is a win for Black (again, assuming perfect play), as is one other variant, but the other fourteen variants are draws.

Variations and history According to Scarne, the idea for Teeko started when he devised a winning strategy for Nim; since it had sixteen distinct starting moves, it was relatively easy to memorize how to counter each one; to solve this issue, he later developed the game Scarne in the early 1930s to have 252 distinct starting positions, which later was withdrawn and rereleased as Scar-Nee (1950) and Scarney (1961). Scarne had 5000 copies of Scarne printed in 1934 but only sold 300 after a month of live demonstrations at Macy's; to prevent his mother from learning it was not successful, he destroyed the remainder by fire. At about the same time that he released the initial version of Scarne, Scarne also started examining the game of tic-tac-toe, which has nine starting moves, and began developing what would eventually become Teeko. When it was released initially in 1945, the game was named Teko and used a 4×4 board. The name Teko is derived from the letters "T" from Tic-tac-toe, "E" from chEss, "K" from checKers, and "O" from bingO. The game received its updated name of Teeko in the 1950s, and Scarne released the final version in 1964. To promote the game, Scarne held a challenge in 1955 to play Teeko against ten different opponents, promising US$1000 to each player that could take two out of three rounds from him, which received attention from newspapers. Scarne ended up winning all ten matches, but did not receive publicity for this feat afterward. After the final version of the game was released, the inventory was destroyed during a fire at the company that was hired to store and distribute the products of John Scarne Games, and Teeko fell into relative obscurity.

There are sixteen variations of Teeko which have slightly different rules, with the primary variants being Alternate Teeko and Advanced Teeko. All sixteen are outlined in Scarne on Teeko; the rules above are for "Standard Teeko" (or "Teeko"). In Alternate Teeko, the opponent may dictate where a piece is placed during the opening "drop" phase; i.e., when it is Black's turn to place a new piece, Red can either point to where the piece should go, or pass the privilege back to Black. This alternate rule may be applied to one, two, three, or all four pieces placed by an opponent during the drop phase, for the first or last of the dropped pieces, which gives seven distinct variations. For example, in the "One-Move Alternate" variant, the 1st drop is played by Alternate rules followed by the 2nd through 4th drops played with Standard rules, denoted as 1A/3S; the other variants are "Two-Move Alternate" (2A/2S), "Three-Move Alternate" (3A/1S), "Alternate" (4A), "One-Move Standard" (1S/3A), "Two-Move Standard" (2S/2A), and "Three-Move Standard" (3S/1A). Advanced Teeko adds more winning conditions, including "extended" 9-, 16-, or 25-cell squares for 58 winning positions in total (Teeko 58 Positions) or small or large right-angle diamond / rhombus shapes. In Advanced Teeko, players may choose an additional variation in which they are awarded bonus points for creating the extended shapes, as there are fewer ways to make them. Steele showed that Advanced Teeko is a win for Black (assuming, again, that both players play perfectly), as is one other variation, but the other fourteen are draws.

See also Connect Four Connect6 Seega

References

External links Teeko at BoardGameGeek Browser-based version of the game Scarne, John (1973). "25: Chess, Checkers, and Teeko". Scarne's encyclopedia of games. Harper & Row. pp. 498–521. LCCN 72-79691. SBN 06-013813-0.

Illustrations

Teeko: Teeko game board
Teeko game board
Teeko: Teeko game, won by Black for placing four in a square
Teeko game, won by Black for placing four in a square
Teeko illustration
Teeko illustration
Teeko illustration

Worked examples

Example 1 — a first encounter with Teeko

Start with the simplest possible case. Write down what Teeko claims or describes in one sentence, then invent the smallest concrete situation in which that sentence is true. In science, the smallest case is usually a single object, a single equation or a single measurement. Check that every symbol or term in your sentence has a meaning in that case.

Example 2 — changing one variable

Take the situation from Example 1 and change exactly one quantity: double it, halve it, or set it to zero. Predict what should happen to Teeko before you calculate. Comparing your prediction with the result is the fastest way to find out whether you understand the idea or only the words.

Example 3 — an exam-style question

Typical questions about Teeko ask you to (a) state it precisely, (b) apply it to given data, and (c) explain a limitation. Practise writing all three answers in under five minutes; the third part is what separates a full-mark answer from an average one.

Applications of Teeko

In research
Teeko appears in science research whenever the underlying quantities have to be modelled precisely. Papers usually cite it as a starting assumption and then explore where it breaks down.
In technology and industry
Engineering practice reuses Teeko in design rules, simulations and safety margins. Knowing the idea lets you read a specification sheet and understand why the numbers look the way they do.
In the classroom
Teeko is common in secondary-school and first-year university syllabi. It links to neighbouring topics Abstract strategy games, Board games introduced in 1937, Solved games, so understanding it makes those chapters shorter.
In everyday life
Look for Teeko outside the textbook — in sport, cooking, traffic, electronics or the sky above you. An example you found yourself is remembered far longer than one you were given.
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How to study Teeko in 20 minutes

  1. Read the reference excerpt below once, without taking notes.
  2. Close the page and write down what Teeko means in your own words.
  3. Compare your version with the excerpt and mark what you missed.
  4. Work through the three examples above with pen and paper.
  5. Explain Teeko out loud to somebody else — or to Teacher Smith in the lgStudy chat.

Frequently asked questions

What is Teeko in simple terms?

Teeko is an abstract strategy game invented by John Scarne in 1937 and rereleased in refined form in 1952 and again in the 1960s. Teeko was marketed by Scarne's company, John Scarne Games Inc.; its quirky name, he said, borrowed letters from the games Tic-tac-toe, Chess, Checkers, and Bingo.

Why does Teeko matter?

Because it connects several science ideas at once: it gives you a definition you can apply, a quantity you can calculate, and a way to check whether a result is plausible.

How should I study Teeko?

Read the excerpt, restate it from memory, then work through the examples and applications listed on this page. The five-step study plan above takes about twenty minutes.

What does this page cover?

It gives you a compact reference excerpt plus original lgStudy explanations, examples, applications and study material on Teeko.

Tags

  • Abstract strategy games
  • Board games introduced in 1937
  • Solved games

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