marker on the board. The Dragon tile is only used when there are three or more players. When there are no more tiles to draw from, the player takes the Dragon tile. This is to indicate that they will draw from the pile after the eliminated players give up their unplayed tiles, regardless of whether they are the active player or not. The Dragon tile is set aside once the draw pile has been restocked. Tiles There are thirty-five possible permutations for a four-sided tile with two entry points per side and four paths linking the eight points. In the table below, tiles are named according to the connected points. Points are numbered sequentially anti-clockwise from the left point on the bottom edge, so the bottom edge contains points 1 (left) and 2 (right), the right edge contains points 3 (lower) and 4 (upper), the top edge contains points 5 (right) and 6 (left), and the left edge contains points 7 (upper) and 8 (lower). The nomenclature AB-CD-EF-GH indicates that points A and B are connected, C and D are connected, E and F are connected, and G and H are connected. A single 90° rotation anti-clockwise will increment each number by 2 (modulo 8) to determine path connections when rotated. Alternate Editions and Expansions History McMurchie received a patent for the "Squiggle game" in 1979. The 1979 patent described two different implementations; the first, commercialized largely intact as Tsuro, used the square tiles with two entry points per side and four paths, while the second used square tiles similarly with eight entry points and four paths per tile, but the entry points were changed to the middle of each side and at each corner instead. In both cases, the preferred board size was a 6×6 grid and what became the Dragon tile was initially called the NEXT card. The patent also provided specific names for player actions: SHORT CUTS: when a player is connected to a previously unused path, the player is required to advance their piece to the end of the newly-connected path. SUICIDE: an illegal move in which a player connects their own path to the edge of the board, unless no other legal move is possible). MEDDLING: a player's legal move which extends the path of another player; the other player is required to advance their piece to the end of the newly-connected path. COLLISIONS: connecting