MATH 170 · Graphs · Cliques, and a drawing that cannot cross

Cliquer cliques · planar drawing

A handful of dots and two people taking turns joining them up. Every line you draw is worth a point — and if that line finishes off a triangle, or a group of four all joined to each other, it is worth a great deal more. The line does not have to be straight: swing it round the long way if that is what it takes. The one rule about where you may draw is that your line may not cross a line that is already there.

How Cliquer is played

  1. Take turns. On your turn you draw one line between two dots that are not already joined. It may be straight or it may curve — whatever gets there.
  2. Your line may not cross a line that is already on the board, may not cross itself, and may not run through another dot. Meeting an existing line at a shared dot is fine — that is not a crossing.
  3. The game ends when nobody can draw anything. Highest score wins.
  4. You are paid for every clique your line completes — not just the biggest one. A clique is a set of dots with every pair of them joined.
board
first move
the computer
 

Tap one dot then the other and the line draws itself, going round whatever is in the way. To choose the route yourself, drag all the way from one dot to the other — or tap the first dot, tap the board where you want the line to pass, then tap the second dot. Keyboard: Tab to a dot, press Enter, Tab to the second dot, Enter again. Escape cancels; Backspace takes back the last bend.

Try: play a board against "grabs the most now", then the same board against "plans ahead". The greedy computer takes every triangle the moment it appears; the planner sometimes leaves one sitting there, because taking it would hand you a four. Then try "seven in a row", where almost nothing can be joined with a straight line and every move is a curve.