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HexDame
HexDame
by (Web published) (1979)
Player Count
2

Player Ages
8+

Playing Time
20 minutes
Categories
  • Abstract Strategy
  • Designers
  • Christian Freeling
  • Family
  • Checkers
  • Combinatorial
  • Player Count: Two Player Only Games
  • Rating: 6.24/10 from 9 users

    Description

    HexDame translates International Draughts onto a hexagonal grid (or, alternatively, onto the vertices' of a triangular grid). Pieces move either straight ahead or in either forward-oblique direction.

    Board of HexDame

              .
            .   .
          .   .   .
        .   .   .   .
      .   .   .   .   .
     9  .   .   .   .  i
      .   .   .   .   .
     8  .   .   .   .  h
      .   .   .   .   .
     7  .   .   .   .  g
      .   .   .   .   .
     6  .   .   .   .  f
      .   .   .   .   .
     5  .   .   .   .  e
       4  .   .   .  d
         3  .   .  c
           2  .  b
             1 a
    

    Initial setting with sixteen red men (r) and sixteen white men (w)

              r
            r   r
          r   r   r
        r   r   r   r
      .   r   r   r   .
     9  .   r   r   .  i
      .   .   r   .   .
     8  .   .   .   .  h
      .   .   .   .   .
     7  .   .   .   .  g
      .   .   w   .   .
     6  .   w   w   .  f
      .   w   w   w   .
     5  w   w   w   w  e
       4  w   w   w  d
         3  w   w  c
           2  w  b
             1 a
    

    • Game play alternates between player white and player red.
    • Player white begins.
    • Players are not allowed to skip a turn.

    Objective

    • A player wins by capturing all opponent's pieces or if the opponent can not perform a legal move on his turn.
    • On agreement or if the same game situation repeats three times the game is draw.

    Moving

    • Men move forward only. Thus following the algebraic notation of the diagram
      • red men move either
        • in direction of smaller numbers or
        • preceeding letters (alphabetical order) or
        • both at once, while
      • white men move either
        • in direction of higher numbers or
        • suceeding letters or
        • both at once.

    Sample moves: Red man can move to positions indicated by '#', while white man can move to '+'

              .
            .   .
          .   .   .
        .   .   .   .
      .   .   .   .   .
     9  .   .   .   .  i
      .   r   .   .   .
     8  #   #   .   .  h
      .   #   .   .   .
     7  .   .   +   .  g
      .   .   +   +   .
     6  .   .   w   .  f
      .   .   .   .   .
     5  .   .   .   .  e
       4  .   .   .  d
         3  .   .  c
           2  .  b
             1 a
    

    Promotion to King

    • On reaching the rows at the opposite edge of the board at conclusion of a move it promotes to king. This is indicated by stacking a second checker of same color on top. In order to promote, a man must end its move on a square of the back rank. If a man, in the course of a capture, visits a cell of the back rank without ending its move on it, it does not promote!

    Red men get promoted when reaching any of the nine positions indicated '#' at conclusion of red's move.
    White men get promoted when reaching any of the nine positions indicated '+' at conclusion of white's move.

              +
            +   +
          +   .   +
        +   .   .   +
      +   .   .   .   +
     9  .   .   .   .  i
      .   .   .   .   .
     8  .   .   .   .  h
      .   .   .   .   .
     7  .   .   .   .  g
      .   .   .   .   .
     6  .   .   .   .  f
      #   .   .   .   #
     5  #   .   .   #  e
       4  #   .   #  d
         3  #   #  c
           2  #  b
             1 a
    

    • Thus
      • the last rows at the edge of the board for white consists of fields from e9 to i9 followed by i9 to i5, while
      • the last rows at the edge of the board for red consists of fields from a5 to a1 followed by a1 to e1.

    Capturing

    • Men can capture an adjacent opponent's piece (man or king) by jumping over it following a straight line onto the empty field directly behind the opponent's piece.
    • Capturing is compulsory, including making chained jumps if available. Thus men's turn may consist in chained jumps.
    • If more than one capture move is available in a player's turn then it is obligatory to select the capturing move resulting in capturing the maximum amount of the opponent's pieces (men or kings).
    • If optional chained capturing might capture same amount, the player may choose.
    • Men are non flying. Thus they can only capture an opponent's piece adjacent to their own position.
    • Kings are flying. They may move over any amount of empty fields or capture a piece in any amount of empty fields' distance away as long as the adjacent field behind the captured piece is empty. Anyway if a king captures, it may land on any empty field immediately behind or following empty fields in straight line of the captured piece unless it is required to stop on a specific field in order to continue jumping according to the rule of capturing maximum amount of opponent's pieces.
    • Any capture move may be performed by men or kings in any direction - forwards or backwards.
    • Each jump is performed in a straight line over any single opponent's piece. The adjacent field behind the pieces captured must be free.
    • A possible chained jump can consist of single jumps having a combination of same or even different directions.
    • In a chained capture move opponent's pieces are removed only after capturing is complete.
    • During a chained capture a piece may not be jumped more than once. But it is allowed to revisit or jump over any empty field multiple times then.
    • There is no breezing as a penalty for captures that are not performed.

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