HexDame
1979
Designed by Christian Freeling
Published by (Web published)
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. Th
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Game data sourced from BoardGameGeek, used under their API terms.
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