A state caused by non-level incidence onto an interchange, excess
line velocity when crossing a zone or quadrant boundary, or an inappropriate use of a
parallel or
diagonal when holding certain colours of token. When a player is in
knip, river crossings are penalised inversely,
toffing, beaking
?, juicing
? and badgering
? are not allowed, and all token inversions and redeclarations have to be done before moving. Players can get out of knip by appropriate shunting or renormalising the level interchange vectors on at least two subsequent inter-quadrant or inter-zone shunts. (IMCS Ref: Concepts and Definitions Vol 2 Pg 149 - 155; Rules 1042, 1774, 1968 and 2095.)
[PW]
Categories:
A to Z