A player who is *boxed* is restricted in the linear moves which can be made due to the targetted action of an opponent.

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The canonical box is where a player is surrounded by blocks on all sides, but any directly targetted disruptive manœuvre can be used to construct a box. The difficulty in constructing a good box is of course in getting a player to stay still long enough to be surrounded. A well-timed shunt is often helpful here.

Ruttsborough once said "A loose box is no box at all," which illuminates one interesting detail of boxes: if a player is boxed into a large enough section of the map, then he might as well not be boxed in. Indeed it is not unknown for players who are on the run and need a breather to box themselves in as a defensive option (eg Tyburn v Ruttsborough 1963, where Tyburn restricted himself to a five station stretch of the Victoria line for fifteen turns while recovering from a typically blistering series of drivebacks. Not that it helped).

Note that boxing effects caused by collateral damage, especially randomly determined collateral damage, are not considered to be boxes *per se* since they are not the result of deliberately targetted action. Given that there is not usually any bonus given for boxing, this is rarely a significant point.

[Dx]

Boxes can also be used as a method of area-denial; rather than boxing an opponent – or oneself – 'in', one can erect a box for the purpose of keeping play *out* of a particular area. Under the current draft [Euston 2008]? ruleset, this practice has been codified and an 'area-denial' box is known as a *fort*. Whether this terminology will become formalised is not yet known.

[SM]

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