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There are other issues with the new section. If we are going to use ''virtual connection'' for strongly connected stones, we almost certainly need to define ''virtual semi-connection'' for weakly connected stones. They are complementary kinds of connectedness, and both equally essential to understand. Gardner's original article on the game clearly described (and diagrammed) the geometry of connectedness without jargon. The section contains game theory jargon [[MOS:JARGON]]: ''template'', ''internal template'', ''external template'', ''virtual connection'', ''carrier'' as well as game playing jargon: ''bridge'', ''trapezoid'', ''span'', ''crescent'', ''A2'', ''A3'', ''D4'', ''A4''. These are not widely used terms even in the limited literature we have. And I question whether the diagrams of specific geometric patterns is [[WP:GAMEGUIDE]]. [[User:Sbalfour|Sbalfour]] ([[User talk:Sbalfour|talk]]) 17:46, 23 June 2023 (UTC)
A decent '''Strategy''' section should provide a simple answer to such questions as:
* How does one start the same (specifically, how to treat the swap rule)
* What does one do after that? (general strategy)
* What are useful geometric motifs (tactics)
* What does the end of the game plausibly look like (objective). This is analogous to chess where the objective is checkmate, but the actual end of the game is hardly ever checkmate.
[[User:Sbalfour|Sbalfour]] ([[User talk:Sbalfour|talk]]) 18:03, 23 June 2023 (UTC)
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