Tetgame is the 3D successor project growing from Trigame. This version keeps the help organized around a few large guidebook panels: The Board, Controls, Information, Procedure of Play, and Strategy. Each panel heading now includes small links to its sub-topics, so items such as Colors can live inside the Board panel without becoming another heavy bordered box.
Start here: tets, sockets, tokens, paths, subs, full-tet capture, and player colors.
These images walk through the early ideas of Tetgame in the same teaching order used by Trigame help. Begin with the shape of the board, then see where a token goes, how a path is captured, how chains can fill in more structure, how a sub is completed, and finally how a full tet is won.
The match begins from a very small board state. In this first image you can simply see the initial structure clearly before any further growth or capture is considered.
This image isolates a single tet so players can recognize its triangular faces, corners, center socket, and connecting paths. Understanding one tet makes the rest of the game easier to follow.
A token claims one socket. Corner sockets are especially important because they influence multiple nearby paths and may also affect future tet growth.
When two same-player tokens occupy the ends of an adjacent path, that path is captured. This is one of the core ideas of Tetgame scoring.
Some placements do more than capture one short path. When the pattern is right, the game can auto-fill intervening sockets and award the linked path chain between matching end tokens.
As more paths are captured, one of the smaller inner regions of a tet can be completed. That smaller region is called a sub, and it is worth points on the scoreboard.
When the required subs of a tet belong to the same player, the full tet is captured. This is one of the larger scoring events in the game and a major strategic goal.
Colors identify seats, tokens, paths, messages, and ownership.
Tetgame uses the same easy seat-color idea as Trigame. In larger games, colors also help make the communications panel and game record easier to read.
Owned paths, subs, and full tets should visually match the player who controls them.
Game/system messages stay white, while player chat and rabbot lines follow the player color.
Basic buttons, action modes, and view movement.
Choose Practice or 2–6 contestants. Practice uses all six contestant colors in order.
Tet mode places or removes tetrahedrons. Token mode places or removes tokens on sockets.
Place is the normal action. Remove is restricted and is only available under the rules below.
Use the camera with mouse or touch. The view buttons pan, zoom, focus, fit the board, or reset the camera.

What the side panels show during play.
The Contestant panel shows the active roster, colors, names, human/rabbot status, and the visual identity for each seat.
The Scoreboard panel tracks tokens, paths, subs, full tets, total score, and tournament points.
The Turn panel shows whose turn it is, which action they are taking, and whether they are on action 1/2 or action 2/2.
The Communications panel is for chat, game announcements, and rabbot voice/personality lines.
The Game Record panel keeps the running move history, match notes, standings, and copyable tuning record text. It is also a compact language for describing where tets were placed or removed.
The official move line uses short bracketed tet names. The colon is an event separator, not an equals sign.
The ghost tet is used as the human reference for the first orientation. Its four face views below show the starting face letters A, B, C, and D. Once the first real tet is placed, the ghost tet disappears, but its lettering still defines how tet names are built in the record.
Read the example as three turns. On turn 1, player 1 places the original tet [] and then places tet [A]. On turn 2, player 2 removes [] and then places tet [AC]. On turn 1 again for the next round, player 1 places [AA] and then [AD].
This naming system lets a tet keep the same identity even if nearby tets are later removed. The board may change, but the recorded tet name still tells you how that tet originally entered the vine.
Scoring belongs with the information panels because it explains what the Scoreboard is showing. The current columns are:
| Column | Meaning | Value |
|---|---|---|
| A | Tokens | ½ point each |
| B | Paths | 1 point each |
| C | Subs | 2 points each |
| D | Full tets | 5 points each |
| E | Total | A + B + C + D |
| F | Tournament | Tournament point total |
The turn rhythm, placement rules, capture rules, and removal limits gathered into one play-procedure panel.
Each player normally gets two successful actions.
The clock in the Turn panel shows the current contestant and whether they are on action 1/2 or 2/2.
Each contestant gets two successful actions. After the second action, play advances to the next active contestant.
Remove is only allowed as the first action of a player’s turn.
How tets and tokens enter the board.
A new tet must be placed face-to-face with an existing tet. Hovering over a valid face highlights it.
A tet may not be placed against a face that already has a token on any of that face’s sockets.
In Token mode, hover or select a socket and place a token there for the current contestant.
When a new tet is placed against a face, the common face paths and sockets are claimed by the newly placed tet’s contestant color.
Tokens lead to paths, paths lead to subs, and subs can lead to full tets.
If two same-player tokens occupy the ends of an adjacent path, that path is captured.
Same-player tokens at opposite ends of a mostly straight chain can auto-fill the intervening sockets, but only through paths owned by that player’s tets.
Captured paths can claim smaller interior tetrahedral regions called subs.
When the required subs of a tet are captured by the same contestant, the full tet is counted for that contestant.
Removal is possible, but deliberately limited.
Remove is disabled when the board is locked.
A tet may be removed only if it has no tokens on it. Removing a tet exposes its common face on the adjacent tet for future overlap.
A token may be removed only if it is not part of an owned or captured path.
Any particular tet, and any particular token location, may be removed only once per match. This prevents players from repeatedly bouncing back and forth by removing and replacing the same strategic piece.
Removing a tet may reopen a common face, allowing later placement and recapture through the overlap rule. Removing a lone center token can also change future capture opportunities.
Early observations from current testing.
If one player keeps placing tets while the other mostly places tokens, the growth player usually gains more territory, more overlap chances, and more ways to score.
Control of a central socket often determines who can complete subs and eventually full tets for large points.
A single corner token blocks tet growth on three sides of that tet. In the right corner—especially opposite the joined face—it can completely stop further growth from that tet.
Even without the center, a player may still gain value by taking corners that complete owned paths or set up later sub captures on their own tets.