The rules, and where each number comes from
This game follows The Official Rules of Tiddlywinks (2016 version) as approved by the
English Tiddlywinks Association and sanctioned by NATwA and IFTwA. Rule numbers below are
ETwA's. The rules text is © ETwA and is not reproduced here; only the factual constants
are used, and each is cited.
Equipment
| Thing | Value | Rule |
| Mat | | 2.3.1 |
| Baselines | | 2.3.1 |
| Winks per colour | | 2.1.1 |
| Wink thickness | | 2.1.1 |
| Squidger | | 2.2.1 |
| Pot | | 2.4.1 |
Squopping
A wink that comes to rest vertically above all or part of another unpotted wink
squops it (rule 8.2), and it does so even if the two are not touching
(rule 8.2.1). A squopped wink may not be played (rule 10.1); the wink on top may. Two or more
winks connected directly or indirectly by that relation form a pile (rule 8.2.2),
and one wink can be squopping and squopped at the same time (rule 8.2.3).
Potting and the turn
Colours play in alphabetical order — blue, green, red, yellow (rule 7) — with blue
partnering red and green partnering yellow (rule 1.1). Potting a wink of the colour being played
earns an extra shot, one per wink potted (rules 12, 12.2); potting somebody else's earns nobody
anything (rule 12.3). Sending one of your own winks off the mat forfeits your next shot with that
colour (rule 14), and the wink is brought back on from the boundary
(rule 13.1).
Scoring
The four colours are then ranked and awarded
game points, ties sharing the aggregate equally, and partners'
points are added (rule 19.2) — so a pairs game always totals 7. If a colour pots out, the
game runs on until a whole partnership is out, colours score by the order they potted out, and
one point transfers from the losers to the winners (rule 20.2).
Ending
Three ways (rule 16): the timed period — — followed by
further rounds after the squidge-off winner's turn (rules 17, 18); a
partnership potting out (rule 20); or no wink being playable at all because every unpotted wink is
squopped (rule 21).
Squop-up turns
If a partnership ends a turn with no free winks it is squopped up, and the
opponents get one more turn than there are winks on the field of play that are not part of a pile
(rule 22.2). Before those turns run out they must play a freeing shot (rule 22.4);
failing to leaves the next colour with a free shot using a nominated colour (rule 22.6.1).
Shots on a pile
A shot on a pile does not only move the wink on top. Rule 10.3 lets the squidger touch winks
that were vertically below the first wink played, and Note E.4 says a shot may
deliberately attempt to move a squopped wink a large distance without necessarily moving the
first wink played a significant distance
. That is the boondock. The
Dig under control is how much of the squidge goes to the wink underneath: none of it and
you play the top wink off the pile; most of it and the top wink barely stirs while the wink beneath
is sent across the mat.
Named shots this game recognises