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Tetrahedral is one of the four geometries Gilman's system explores within ground-breaking M&Bxx. They are squares, cubic, tetrahedral and hex-prism, three of the four being 3-D. Pioneered by Mark Thompson in 2002, Tetrahedral is tetrahedron, pyramid, turned at first in unaccustomed angle. Mark Thompson also wrote ''Defining the Abstract'' that is still easily locatable on web from defunct site Games Journal. Gilman explains to Thompson 18.January.2004 that ''Yes I did mean square of distances. The base-36 was simply a way to represent every distance as a single character.'' The squares are in fact rhombic dodecahedra, he and McComb enlighten. Gilman uses base 36, instead of 10 or 2 or 16, for convenience to get leap lengths. I had the discussion down once but have to go over it again. Oh for bygone days of quality before these degenerate times.