Tucker Farms, Inc.
PLAYING THE GAME

The standard game:
Before entering the maze you will be given a game piece that, once assembled, will become a map of the maze. The Great Adirondack Corn Maze contains 6 hidden mailboxes. Inside each mailbox, one will find 1/6th of the overall map. Locate all 6 mailboxes, and you will accumulate the six pieces of the corn maze map and find your way out.

Also hidden in the maze is the ROCK105 rock and an observation platform. There are a few other miscellaneous rocks in there too.

The goal is to find all the parts of the map, to have fun, to relax and enjoy a few hours in the maze, and to have a nice walk with friends and family. While some think the objective is to go fast, to race through, the truth is that no one is keeping track of time. So, go as fast as you must, but please, this is not a race.

The night game:
Same as above except in the dark. Please be aware that some nights are darker than others. A prudent maze goer would check the age of the moon and the weather before making plans.

Other games:
Since a maze is nothing more than an exercise in game theory, a branch of higher mathematics, it is relatively easy to make the task of solving a maze into a much more difficult ordeal than it needs to be. (Though it may not be any less fun.) For those interested in the logic and the mathematics of maze solving, please look up the following:

Wall-follower:
The wall follower, the best-known rule for traversing mazes, is also known as either the left-hand rule or the right-hand rule. If the maze is simply connected, that is, all its walls are connected together or to the maze's outer boundary, by keeping one hand in contact with one wall of the maze the player is guaranteed not to get lost and will reach a different exit if there is one; otherwise, he or she will return to the entrance. If the maze is not simply connected, this method will not help a player to find the disjoint parts of the maze.

Pledge algorithm:
Disjoint mazes can still be solved with the wall follower method, if the entrance and exit to the maze are on the outer walls of the maze. If however, the solver starts inside the maze, it might be on a section disjoint from the exit, and wall followers will continually go around their ring. The Pledge algorithm (named after Jon Pledge of Exeter) can solve this problem. The Pledge algorithm, designed to circumvent obstacles, requires an arbitrarily chosen direction to go towards. When an obstacle is met, one hand (say the right hand) is kept along the obstacle while the angles turned are counted. When the solver is facing the original direction again, and the angular sum of the turns made is 0, the solver leaves the obstacle and continues moving in its original direction.

Random mouse:
This is a trivial method that can be implemented by a very unintelligent robot or perhaps a mouse, but which is not guaranteed to work. It is simply to proceed in a straight line until an obstruction is reached, and then to make a random decision about the next direction to follow. This will of course fail if the exit is only reachable by an opening in the middle of a wall.

Tremaux's algorithm:
Tremaux's algorithm is an efficient method that requires drawing a line on the floor to mark a path, and is guaranteed to work for all mazes that have well-defined passages. On arriving at an unmarked junction, the solver picks any direction. If the solver has visited the junction before, he can return the way he came. If revisiting a passage that is already marked, he draws a second line, and at the next junction takes any unmarked passage if possible, otherwise taking a marked one. He will never need to take any passage more than twice. If there is no exit, this method will take him back to the start.