1 1 2 3 clockwise. No pointing or verbal communication between teammates is allowed. EN Examples Content 42 hexagons - 21 red and 21 black Carrying bag Game rules Object of the game To form, using six hexagons of one’s color, any of the three winning shapes shown below. The three winning shapes are: 4 5 6 Triangle Line Ring Note that the middle point of the ring may be vacant, or occupied by a hexagon of either color. Setup Determine which player will play with which color. Distribute to each player 20 hexagons of their color and place the remaining two hexagons (one red, one black) edge-to-edge with one another in the centre of the table. Basic rules (2-player) 7 8 Players take turns placing one hexagon at a time. Black starts and must place a hexagon edge-to-edge (not corner to corner) with the initial red hexagon but may not connect with the initial black hexagon (fig. 1). Subsequent hexagons may be placed anywhere, so long as they connect with a hexagon, of any color, already on the table (see example 2). If all 42 hexagons have been placed without either player winning, play continues with the players taking turns moving a previously-placed hexagon of their color to a new location of their choosing (fig. 3). The player may not move a hexagon if it would leave the other hexagons divided into two or more separate groups (fig. 4). Note: This rule is changed in the Advanced Rules. As soon as a player forms a winning shape with hexagons of their color and declares that they have done so, that player wins (fig. 5 and 6). If a winning shape is formed but goes unnoticed, it may be declared on a subsequent turn, as long as the other player has not won in the meantime. Design, artwork & rules: c 2008 FoxMind NV FoxMind Games BV Stadhouderskade 125 hs 1074 AV Amsterdam. The Netherlands www.FoxMind.com Four-player game The four-player game is played in exactly the same way as the two player game, except that the players are divided into teams of two. Teammates sit opposite each other at the table, and each player takes ten hexagons. The black team chooses which of its two players will start, and play then proceeds (1) There are only three legal first moves for black as shown by the shaded spots. (2) Both players have played five hexagons (not counting the initial setup). It is black’s move, and the player holding black may place a hexagon at any of the shaded spots. (3) All the hexagons are on the table. If it is red’s move, they may, for instance, move the marked hexagon to the shaded spot, as indicated by the arrow. (4) None of the marked hexagons may be moved, because doing so would divide the remaining hexagons into two or more groups. (5) A move to the shaded spot would form a ring and black would win the game. If it is black's turn, they should play there to win; if it is red's, they should play there to prevent black from winning. (6) The marked hexagon is effectively a winning move for black. Either of the shaded spaces would form a line and win, and red can only block one of them. Black will play the other on his next move and win. Advanced rules The first phase of the game is played exactly as in the basic rules, but once the players have finished placing all their hexagons and begin moving them, the following rules apply: A hexagon may be moved so as to divide the remaining hexagons into two or more disconnected groups. If this is done, all isolated groups except for the largest are removed from play. Both players continue moving the remaining hexagons (fig. 7). If a move results in two groups of equal number of pieces, the player whose move split the groups gets to choose which group is removed. If, after removing the smaller group(s), a player is left with five or fewer hexagons of their color in play, the opponent wins. If both players are simultaneously reduced to five or fewer hexagons, the game is a draw (fig. 8). Examples (7) If black makes the indicated move, both X-marked hexagons will be captured and removed. (8) Because the two groups are the same size, red can choose which one is captured. If they choose the group to the right, black is left with only five hexagons and red wins. AR GAME RULES www.FoxMind.com Concept: c Steffen Spiele A game by Steffen Muhlhauser - Germany Graphic Design: Ariel Laden & Albertine Blass Plastic Design: David Darki SMARTER FUN SERIES
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