

HexDame
Score
6.2
Players
2
Time
20
Recommended Age
8+
Difficulty
normal
Official Website
Not provided
Type
game
categories
mechanics
No mechanics found
publishers
designers
artists
No artists found
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.
- red men move either
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.