Taka Match Notation
TMN is how a game of Taka is written down. PGN-inspired, like chess notation: short enough to write by hand, precise enough for an engine.
The notation is designed so that:
- Every game action has exactly one notation string — no ambiguity.
- Replaying a TMN score from the standard starting position reproduces the game exactly — no implicit state.
- It reads at a glance.
It is the canonical format for every recorded Taka game, human-played and bot alike. TMN assumes you know the game — the complete rules are in the rulebook.
01
Squares
Columns A through J are written lowercase, a to j. Rows 1 through 14 keep their numbers. Column first, then row: e3, f12, j14. The geometry matches the board in the rulebook.
02
Pieces
A piece is named by the square it stands on. There are no piece letters — position is identity. If the piece on e3 moves to f5, it is f5 for any later action that turn.
Goalies get two extra names because they have an off-board home:
Gw— the white goalie, wherever it currently standsGb— the black goalieo(the lowercase letter o) — the goalie circle, the goalie's off-board home
03
Directions
Facing is a single lowercase letter: n (north, toward row 1), s (south, toward row 14), e (east), w (west).
04
The Operators
Eleven symbols cover every action in the game.
| Operator | Meaning | Example | What it does |
|---|---|---|---|
| - | Move (no ball) | e3-f6 | The piece on e3 moves to f6 |
| ~ | Dribble (move with ball) | e3~e4:n | The carrier dribbles e3 to e4, faces north |
| > | Pass to a teammate | e3>f5:e | Pass to the teammate on f5; f5 faces east |
| * | Pass to an empty square | e3*g5 | The ball lands loose on g5 |
| <- | Receive a loose-ball pass | h6<-g5:n | h6 steps to g5 to collect the loose ball, faces north |
| x | Tackle | e3xf4 | e3 tackles the carrier on f4; the tackler ends on f4 |
| : | Facing suffix | f4:s | On its own, a turn action — f4 just changes facing |
| @ | Goalie activation | Gw@e2 | The white goalie jumps from its circle to e2 |
| ^ | Goalie returns to circle | Gw^ | The white goalie returns to its circle |
| # | Goal scored (suffix) | e10*e14# | The preceding action scored a goal |
| , | Sub-action separator | e3>f5,f5>g7:n | A multi-step turn |
05
Multi-Step Turns
A turn can contain more than one sub-action, separated by commas:
- Consecutive pass (one-two):
e3>f5,f5>g7:n— pass to f5, then on to g7, with g7 facing north. The middle piece's facing is set automatically by the consecutive-pass rule and never appears in the notation. - Pass into space, move to receive:
e3*g5,h6<-g5:n— pass to empty g5, then the teammate on h6 steps in to receive, facing north. - Tackle plus follow-up:
e3xf4,f4:s(tackle, then turn),e3xf4,f4~f5:n(tackle, then dribble),e3xf4,f4>g4:e(tackle, then pass). Exactly one follow-up after a tackle. - Loose-ball pickup:
e3-f5,f5~f6:n— move onto a loose ball, then one of dribble, turn, or pass. - Goalie activation onto a ball (rare):
Gw@e2,e2:s— activate onto e2, which holds a ball, then turn.
06
What the Notation Leaves Out
TMN records decisions, not consequences. Anything the rules and the position already determine stays out of the string:
- Move, dribble, or pickup — derivable from whether the piece holds a ball and what sits on the destination square.
- Whether a pass is a chip — derivable from the board: any piece in the path makes it a chip.
- The middle piece's facing in a one-two — set by the rules, not the player.
- The tackler's auto-set facing after the swap — set by the rules. If the player then chooses a different facing with a turn sub-action, that is written:
,f4:s.
07
Recording a Game
A recorded game opens with PGN-style headers in square brackets, then the moves:
[Event "Self-play"] [Date "2026-05-18"] [White "Bot-medium"] [Black "Bot-hard"] [Result "1-0"] 1. e3-f6 e12-d10 2. f3>f5:e d10-d8 3. f5~f6:n e8-e6 4. f6>i9:e ...
Result values: 1-0 (White wins), 0-1 (Black wins), 1/2-1/2 (draw), * (unfinished).
Move numbers count full pairs — 1. White's move, then Black's. Use ... when a game starts mid-turn or to cite a Black move on its own: 1... d10-d8.
08
Reserved Characters
These characters carry meaning in TMN and are never used as piece or square identifiers:
- ~ > * < x : @ ^ # , .
Notation is the record; the game is the point. The complete rules — the board, facing, passing, tackling, offside — are in the rulebook.
TMN v1 · finalized 18 May 2026 · matches rulebook v6