(2-player) Four-player game Advanced rules

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