1.1. The field of play consists of 256 large white squares with dark edges, which, in turn, form a 16 by 16 square of these large squares. Each of the 256 large white squares of the playing field is divided into 4 small squares. These small squares within the large squares are made visually distinct by slightly changing the tone of the corresponding edges. Thus, the playing field looks like the picture below:

1.2. Game chips are square shape and also consist of 4 small squares. The size of the playing chips is equal to the size of the large squares of the playing field. Each small square of a game chip is either red, or green, or blue, or yellow. There are only 256 chips, and they cover the entire playing field in many variants for completing the game by placing them within the boundaries of large squares. Chips represent all variants of color combinations of small squares that make up them. The player can rotate any chip 90, 180 and 270 degrees around its center. Thus, for the same chip, there are 4 options for placing it on the field:

1.3. In the game "Quadrotone" can play only 2 people, or a person and a computer (server) in its demo (training) version. Before the game each player is dealt 128 chips. Chips are shuffled and dealt to each player so, that each player had equivalent sets of chips. That is, each player must have two completely monochrome chips (i.e. chips, all 4 small squares which have the same color). For example, the first player has red and blue chips, and then the second player, respectively, have yellow and green monochrome chips. Next, each of the players must have two chips such that the three small square of chip are the same color, and the fourth small square has a different color (and so for each of the four colors for three small monochrome squares and for each of four colors excellent color from the rest of the small square). For the variant of the red-green get around this variant distribution:

The first player

The second player

With the possibility of rotation of the gaming chips are obtained equivalent options for these chips.

Similarly shuffled and distributed to the players and other chips in order to players eventually had equivalent (for the subsequent game) sets of chips. Grouping of all of the chips so that each group is randomly divided equally among the players you can see by pressing this .

An example of a specific distribution for two players, see below:

Click on this to see examples of the distribution of game chips to opponents.

2.1. After the distribution of gaming chips being played out right the first move. The moves are performed alternately (and by one).

2.2. The first of the types of moves represents the placing of any of their previously not involved in the game of chips in the border of the large squares of the playing field. Placement on the playing field of one chip on top of another is unacceptable. Putting on the field of play chips can be rotated 90, 180 and 270 degrees around their centers. Perhaps placing from one to eight chips inclusive during the same turn. Not previously involved in the game of chips after the distribution of gaming chips (in the beginning of the game) are automatically placed on a special panel in the right (or bottom) part of the game form.

Below is an example of such a move with 2 chips with their turning after being placed on the playing field. The numbers show the winning pattern, which will be discussed in more detail below.

Fragment of the playing field:

Fragment of the panel of your chips:

2.3. The purpose of the moves is to line up **one-color** and **two-color** winning patterns on the playing field, as well as to get additional points for other kinds of winning combinations, which are stipulated in Clauses 2.19-2.20 of this document. In this case, the construction of each pattern gives the player a certain number of points for each specific pattern. By building a pattern, we mean the completion of a certain pattern with the last move of a particular player, that is, at least one chip involved in such a move must be directly included in this pattern. In this case, the chips previously placed on the field participate in these patterns, even if they did not move or rotate during the player's current turn. With his moves, the player can build both his own patterns and hinder the opponent in the construction of his patterns.

Examples of such patterns are presented below:

2.4. The second form of moves is simultaneously moving and/or swapping and/or rotation previously placed on the field of play chips. It is possible for one to eight (inclusive) previously placed on the field of play chips. That is from 1-8 these chips any chips you can move (with rotation), rotate without moving and change places (with rotation) in all possible variations and combinations thereof.

Below is an example of such a move with different variants for moving, rotating and changing the positions of the chips previously placed on the playing field.

Fragment of the playing field:

2.5. In both types of moves, winning patterns and other winning combinations specified in Clauses 2.19-2.20 of these Rules are counted from all chips used during the move, and all winning patterns and combinations thus obtained are counted, except for the cases described in Clauses 2.14-2.15 of these Rules.

2.6. The game has the following limits for different types of moves:

Move type |
Maximum number of moves |

Placing your chip on the playing field (with the ability to rotate) | 128 |

Simultaneous placing on the playing field 2 of your chips (with the ability to rotate any) | 7 |

Simultaneous placing on the playing field 3 of your chips (with the ability to rotate any) | 6 |

Simultaneous placing on the playing field 4 of your chips (with the ability to rotate any) | 5 |

Simultaneous placing on the playing field 5 of your chips (with the ability to rotate any) | 4 |

Simultaneous placing on the playing field 6 of your chips (with the ability to rotate any) | 3 |

Simultaneous placing on the playing field 7 of your chips (with the ability to rotate any) | 2 |

Simultaneous placing on the playing field 8 of your chips (with the ability to rotate any) | 1 |

Moving and / or turning 1 piece previously placed on the playing field | 8 |

Simultaneous movement or change of places and / or turns of 2 chips previously placed on the field | 7 |

Simultaneous movement or change of places and / or turns of 3 chips previously placed on the field | 6 |

Simultaneous movement or change of places and / or turns of 4 chips previously placed on the field | 5 |

Simultaneous movement or change of places and / or turns of 5 chips previously placed on the fieldк | 4 |

Simultaneous movement or change of places and / or turns of 6 chips previously placed on the field | 3 |

Simultaneous movement or change of places and / or turns of 7 chips previously placed on the field | 2 |

Simultaneous movement or change of places and / or turns of 8 chips previously placed on the field | 1 |

Here, under the limit refers to the total number of moves of a certain type, each of the players can make in one game.

2.7. Each player can spend no more than 3 hours on all his moves in one game. There is also a limitation on the duration of one move. The maximum time allotted for one move is limited to 6 minutes. After the expiration of this time, the right to move passes to the opponent. If you miss your turn while playing with a server bot, it means that you have admitted your defeat, and the game ends.

2.8. The game ends when the time limit for moves by both opponents has been exhausted, all possible moves by both rivals have been exhausted, one rival has exhausted the possible moves, and the other rival has exhausted the time limit, when one rival had broke away from the other by 8000 points, when one of the rivals declares defeat or upon agreement both opponents to a draw.

In cases where no one has admitted defeat and mutual consent to a draw is not expressed, the player with the most points is declared the winner, and if the points are equal, a draw is declared.

The player can admit defeat. If admits defeat the player who has more points at this point, his opponent is assigned to its points, plus one point. (In case of equality of points the opponent is assigned, plus one point.)

Players can agree to a draw, and even when the inequality points. In the case of this inequality both players get to the maximum amount of points scored any of the opponents at this moment. A draw offer cannot be sent to an opponent more than once every 10 minutes.

If the time limit for his moves is exhausted by one of the opponents, the other opponent can make his moves until his time limit or the limit of possible moves has been exhausted. If the limits of all possible moves are exhausted by one of the opponents, the other opponent can make his moves until his time limit or the limit of possible moves has been exhausted.

In case of execution of both rivals 4 consecutive expirations turn the game ends prematurely. This rule applies regardless of exhausted if above specified limits of time making moves or not. That is, if the move is automatically moved 4 times in a row from opponent to opponent, the game ends prematurely.

2.9. After each of the next move the opponent immediately sees it move, but sometimes obtained for this move points and graphical display of winning combinations (if any) are received a little late, if the calculations of the winning combinations slightly delayed (for example, in the case of complex moves with more chips at the end of the game). So the right for next move goes only after completion of the processing of the previous move on the server.

2.10. If the next player's turn created more than one winning pattern, the points awarded for each pattern. That is, after each move, the program calculates all possible variants monochrome winning patterns from all used during this move chips.

2.11. After processing each move, the program displays the total number of points scored by each of the rivals in the whole game. If there are winning patterns, they are highlighted on the screen with numbers 1, 2, 3 ... etc (one number for one pattern). Winning combinations of additional winning options, specified in Clauses 2.19-2.20 of this document, are also highlighted (one number for one winning combination).

2.12. If one of the players does not have an Internet connection for more than 2 minutes, the game is considered over, and the victory is awarded to the player who remains in the game. After one of the players closes the game window before its completion, a similar victory is awarded to his opponent.

2.13. The winning patterns are monochrome patterns submitted below. These patterns can be made using small squares of chips of *any of 4 colors* - red, green, blue, yellow. Small squares of any chips laid out on the playing field must form a "clean pattern", that is, small squares of the color of the pattern do not adjoin this pattern either by sides or corners.

The winning patterns are the following one-color patterns, which can be viewed by clicking on this . (When the checkbox is enabled, the points for patterns will not be shown, but the patterns will be presented in an order that is convenient for remembering.)

A pattern can also be from green, blue or yellow small squares of any chips laid out on the playing field (in the list of patterns, red is used only for example). The winning pattern can be located anywhere on the playing field, and it can be combined with other patterns or just small squares of chips laid out on the field (except for adjoining small squares of the color of the pattern).

In this case, such patterns rotated by 90, 180 and -90 degrees are also counted. You can view these variants by clicking on the patterns shown when you click on the button above.

**For free accounts, accounting for single-color patterns rotated by 90, 180 and -90 degrees is disabled**. If the owner of the free account joins the game created by the owner of the paid account, then such rotated patterns are taken into account. Information about whether such patterns are taken into account in this particular game can be obtained by clicking on the "Info" button after the start of the game.

2.14. In case of recurrence of previously counted for scoring pattern located in the same place, points for him are not counted, even if the pattern was repeated by the other player, and even this repetition is made in a different color.

2.15. In the case of building several one-color patterns in one move, all of which, except for one, the largest in area, are included in this largest pattern, points are awarded only for the largest pattern. In the image below, the numbers represent the relative numbers of the patterns in which each small square that makes up this pattern participates. And only the largest pattern number 5 will be counted for scoring, while the rest will be unavailable for repetition in the next moves of any of the opponents, namely when the chips previously placed on the playing field are changed.

5 | ||||||

5 | ||||||

1/2/ 3/4/5 | 1/2/ 3/4/5 | 2/4/5 | 1/2/ 3/4/5 | 1/2/ 3/4/5 | ||

3/4/5 | ||||||

3/4/5 |

Individually, these patterns look like this:

1 | 1 | 1 | 1 |

2 | 2 | 2 | 2 | 2 |

3 | 3 | 3 | 3 | |||

3 | ||||||

3 |

4 | 4 | 4 | 4 | 4 | ||

4 | ||||||

4 |

5 | ||||||

5 | ||||||

5 | 5 | 5 | 5 | 5 | ||

5 | ||||||

5 |

A similar rule applies to rarely possible cases of a combination of patterns of the same color, when one pattern is actually inside the other, for example, as for the following two patterns:

First:

Second:

Both together:

Second:

Both together:

The last image has a new pattern, which is not in Clause 2.13 of these Rules, therefore such combinations are not counted.

This does not work for patterns of different colors - see the image below:

Also, this rule does not apply in the case of patterns rotated by 90, 180 and -90 degrees, when some of the small squares that make up the patterns actually refer to different patterns with different angles of rotation. Such cases are also rarely possible.

2.16. For monochrome winning patterns accrued bonuses for copies of the patterns. Copies of the patterns are created, if by one move built two or more identical patterns that differ from each other only offsets on the playing field. Points for additional patterns-copies doubled, tripled and so on (for example, if you built 3 identical pattern, the score for the second pattern are multiplied twice and third three times). It works regardless of colors of patterns.

2.17. Also winning patterns are the bi-color patterns shown below. Each one-color part of these patterns can be composed using small squares of chips of any of 4 colors - red, green, blue and yellow. Small squares of any chips laid out on the playing field must form a "clean part of the pattern", that is, small squares of the color of this or any other monochrome part of the pattern should not adjoin either side or corners of this one-color part of the pattern.

The winning patterns are the following two-color patterns, which can be viewed by clicking on this .

Each color can be red, green, blue, or yellow (in the above list of patterns, red and blue are used for example only). A two-color pattern can be located anywhere on the playing field, and it can be combined with other patterns or just small squares of chips laid out on the field (except for adjoining small squares of the same color to one-color parts of the pattern).

In this case, such patterns rotated by 90, 180 and -90 degrees are also counted. You can view these variants by clicking on the patterns shown when you click on the button above.

**For free accounts, accounting for two-color patterns rotated by 90, 180 and -90 degrees is disabled**. If the owner of the free account joins the game created by the owner of the paid account, then such rotated patterns are taken into account. Information about whether such patterns are taken into account in this particular game can be obtained by clicking on the "Info" button after the start of the game.

2.18. In the game it is forbidden to commit "reverse moves", i.e. moves that return in its original or nearly original condition previous move of the opponent.

That is, in the next move you cannot change the configuration and location more than 50% of small squares involved in during the previous move of opponent. Or, to put it another way, next move cannot be canceled more than half of the changes made on the playing field by previous opponent's move.

Limitations of this paragraph only applies to the previous move of the opponent. That is, "through the move" such actions can be performed.

Software games automatically cancels such invalid moves. The algorithm for such cancellation the following: being checked the color of all small squares of chips involved in during the previous move of opponent, and if more than half of the colors of these small squares has changed (which is identical to the configuration or location more than 50% of small squares), then the move is cancelled.

2.19. In the game is additional option which called "counting of the monochrome chains". It works as follows. From all chips involved in the last move are scanned and counted all the monochrome chains, made of small squares located on the playing field chips. The colors of these chains are determined by the colors of all small squares of all chips involved in the last move. These chains should not be disrupted, that is, small squares of the same color must adjoin to each other or corners, or parties throughout the chain.

In this case, points for winning patterns are awarded in the usual way. Additional points are awarded for these chains .

The same chain in the same place cannot be repeated, as well as to use in the new chain over half of small squares from the previously counted chain. When software processing of this limitation, it is considered small squares of a certain color in a certain place, regardless of their belonging to a specific chips and concrete previously scored chains.

An example of how this rule works is shown below:

The chain is counted:

1 | 1 | |||||

1 | 1 | 1 | ||||

The chain is **not** counted:

The chain is counted:

2 | ||||||

2 | 2 | |||||

2 | ||||||

2 | 2 | 2 |

At the same time, less than half of the small squares from the first chain are involved in the last chain.

2.20. In the game is additional option which called "fence from small squares of the same color around area of the playing field". Border of solid color from such fence shall not be disrupted, that is, small squares of the same color must adjoin to each other or corners, or sides across all border. You can use the edges of the playing field for fence. Such borders are counted from all small squares of all chips involved in last move, accordingly, on colours of their small squares. Solid areas of the same color, not surrounding single small square of a different color, not considered. Small squares of color boundary, adjacent sides or angles to the boundary, are considered part of the border, and not included in the calculation surrounded small squares. Small squares border color, which not adjacent to the border by parties or angles, are taken into account.

In this case, additional points are awarded according to the number of surrounded small squares .

If the move created more than one border with surrounded small squares, then all small squares surrounded by this move are taken into account at once, that is, the surrounded small squares are not taken into account for each border by separately.

New fenced area is not counted if more than 50% of its fenced small squares have already been fenced by another border (or the same border). When software processing of this limitation, it is considered small squares in a **certain place**, regardless of their **colors** and accessories to specific chips. That is, if in a specific place of the playing field the small square of any color has already been counted in any encircling, then the coordinates of this place are taken into account when calculating next surroundings in terms of the above 50%.

An example of how this rule works is shown below:

The encirclement is counted:

1 | 1 | ||||

1 | |||||

The encirclement is **not** counted:

The encirclement is counted:

2 | 2 | 2 | |||

2 | 2 | 2 | |||

2 | |||||

If one move fenced more than 60 small squares, then extra points for this encirclement **is not calculated**.

3.1. It is also possible reverse variant of the game "Quadrotone". Prior to the beginning of this game all 256 chips randomly cover the whole playing field, and then, when it comes to placing their chips on the playing field, that specified in the previous section of this document, in this version of the game is not valid.

In the same way, the game ends when the time limit for their moves by both opponents has been exhausted, all possible moves by both rivals have been exhausted, one rival has exhausted possible moves, and the other rival has exhausted the time limit, when one rival is separated from the other by 8000 points, when one of the rivals recognizes defeat or if both opponents agree to a draw.

3.2. The first kind of moves of the reverse version of the game are the rotations by 90, 180 and 270 degrees in the same move any one of the chips. Similarly, during the same move can be rotated from 2 to 8 chips inclusive.

The winning patterns are counted from all rotating in the same move chips, and are taken into account all winning patterns. By doing this previously earned by any player by means of this chips points are saved. Additional points on the options which inclusion is stipulated in Points 2.19-2.20 of the given document, is added similarly.

Second kind of moves is swap during the same move any 2 chips with the possibility of rotation of each. Similarly, during the same move you can swap from 3 to 8 chips inclusive (in any combination).

When changing places of chips winning patterns are counted from all those chips, and are taken into account all winning patterns. By doing this previously earned by any player by means of this chips points are saved. Additional points on the options which inclusion is stipulated in Points 2.19-2.20 of the given document, is added similarly.

You can make moves (of both types), in which 8 chips are involved, 2 times, for 7 chips - 4 moves, for 6 chips - 6 moves, for 5 chips - 8 moves, for 4 chips - 10 moves, for 3 chips - 12 moves, for 2 chips - 16 moves, for 1 chip - 32 moves.

3.3. The simultaneous use of 2 chips in the game is possible from your 3rd move, from the 5th move more than 2 chips, from the 7th move more than 3 chips.

3.4. This version of the game can only be used by owners of paid accounts.

3.5. All other rules of the previous section of this document in the reverse version of the game are similar.

4.1. The single author of the computer game "Quadrotone" Igor Vykhovanets on the basis of norms of international law in the field of copyright declares the following:

- the exclusive right to the computer game "Quadrotone" belongs Igor Vykhovanets, the single author of the computer game "Quadrotone";

- copying and other distribution of the computer game "Quadrotone" or any of its components is forbidden, also it is forbidden to make any change, reduction, addition, division, or complication of the computer game "Quadrotone" or any of its components; also forbidden to create on the basis of the computer game "Quadrotone" and/or its elements any derivative or composite works (programs, applications, etc);

- the only permitted author of the way of use of the computer game "Quadrotone" is the only game-playing, and only on the special site for this game, provided by the author, and only according to the rules specified in this document, and only when all of the requirements specified in the Technical regulations of the computer game "Quadrotone" is executed, and only in full agreement with all conditions stipulated in the License agreement granting the right to use the computer game "Quadrotone", and acceptance of these conditions by joining the Treaty as a whole;

- at the moment, such a special website created by the author of the computer game "Quadrotone" for this game, there's only one copy has the following address: https://quadrotone.com.

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