A Trinagon puzzle consists of clearly defined elements :

- Triangles (here 24), equally distributet on the playground in a symmetrical pattern (here hexagonal).
- Rotators (here 7), sitting in the symetry centers of adjacent triangles. They are the spheres / smarties. Here every rotator has 6 triangles.

The Triangles have a

- Color ... one out of 10 possible colors

and can also have a

- Face ... up or down, marked with a colored dot.
- Direction ... one corner that is marked with a smaller dot.

The triangles can be moved around unsing the rotators. Each rotator moves its triangles around itself clockwise or counterclockwise, so that they are interchanged (permuted).

It's up to you to find the right moves so that the triangles create the right patterns.

There are 2 basic puzzle setups. One is simply shuffling a pattern and then finding back to the beginning (randomized puzzle), and the other is to go from a beginning pattern to a different solution pattern.

**There are 6 possible ways / modes / types each rotator can permute its triangles.**

Regardless of the playground configuration (Hexagon, Octahedron, Icosahedron, Tetrahedron, Flat-Single-Triangle !, and many many more), there are exactly 6 possible positions for each triangle in each spot.

We made a specific tutorial in the game to understand each rotationtype !

Here is an overview :

- Vinyl Record Type : The simplest rotation, where all triangles keep their orientation towards the rotator. Just like sitting on a vinyl record.

- Spin Forward : The triangle is given an extra push on the tip facing the rotator (the center- tip) into the same direction as the rotation itself.

In itself it will actually rotate 120° into the opposite direction of the combined rotation. Visualize this with a left or right hand rule.

- Spin Backward : The opposite of the above. You can imagine the triangle being held back at the center-tip. I.e. it will rotator around itself by 120° in the same direction as the main rotation.

- Center Axis Flip : Is the same as Type 1 plus the triangle flips over and changes face up & down.

Visually the triangles flip over the symmetry axis to their next spot.

- Clockwise conserved : Imagine an axis from every triangle to its clockwise facing corner. The triangle is flipped ofver this axis.

It's a combination of type 4 and 3.

- Counter-Clockwise Flip : ... as you may have guessed. The same as 5 except counterclockwise. It combines type 4 & 2.

Since this is all a bit tough to remember, playing with specific puzzles to see and practice each rotation really really helps.

The 'Spin Tutorial' in the game has the right puzzles.

Puzzles will often have only one rotationtype, but they can be mixed up too.

If they are mixed, every rotator of the same type has a specific color, and the number can be shown in the RTypeIndicator.

Trinagon puzzles are still uncharted area !

They depend on a mix of many variables, and even though they can be systematically distinguished (as the puzzle filter does for you), there is no system (yet?) that can tell how hard it is to solve a specific puzzle.

As a consequence :

- There are no clear rules on how to rate a puzzle. Existing difficulty levels are guesswork and personal opinion, mostly.
- There is not yet an upper limit on how difficult a puzzle can be !
- The numbers that puzzles are given upon creation is random ! Also their creation date is used for further distinctions. The difficulty level and the 'creator moves' are assigned to a puzzle after the person designing the puzzle has played & solved it.

When creating a new puzzle it's not even necessarily clear if the intended endposition is even possible !

With a few tools (the two spin tutorial and a programmed method to give a mathematical insight into the puzzle this has become easier though.

No distinguishable skills or movesets have yet been identified, that would be used in solving a specific level, which then could be used to understand more of its difficulty rating.

So far the following estimations are in use :

- Color-Only puzzles are rated below 20.
- Facemarkers (only) can push that limit up to 60 or so, or even more depending on the polyhedron and the rotationtypes used.
- Directionmarkers (only) will have a similar effect, but with those two it very much depends on the mix in positions and colors. Also there is a big influence of to rotationtype and the rotational symetries (odd or even or both) of the polyhedron.
- When mixing things up it gets extremely difficult to find a rating. The puzzle may still be easy, or it could be near impossible to solve with the same basic elements used.

There are some puzzles (for example the HexS puzzles nr. 885453, 885454 & 885455 - on the right ), which only use the simplest rotationtype and only a few moves can solve them (16 or 25 moves), but they are rather hard !

One way to get a basic idea of a puzzles difficulty is to look at the # of moves used to create a puzzle. Usually it's easier to solve a puzzle than to create one, since it's not always clear if the solution even exists. As a basic guideline it does serve though.

As of 2019, the puzzle filter is the only way to distinguish between puzzles.

The filter does already make it possible to find those puzzles you feel like solving, which very much depends on your skill.

It shall be improved upon as well. Sorting options and maybe a search function for a puzzle-id will be added.

If anyone has a genius idea on how to calculate a clean difficulty rating, let it be known :)

For a while, since trinagon is still in its youth, difficulty ratings that appear in the game, are just an estimated value given by the creator of each puzzle, and then calculated to create a certain progression through the game.

With solutions getting uploaded to the server by different players (the future premium edition), the difficulty rating displayed on the homepage will be calculated from the relation between average moves to the best moves, and may also be voted upon.

Clearly also this approach will never be precise. Time will show.