HexDame

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HexDame

Score
6.2
Players
2
Time
20
Recommended Age
8+
Difficulty
normal
Official Website
Not provided
Type
game
mechanics
No mechanics found
publishers
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.

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.