Help For HexEmergo
IntroductionWelcome to the network HexEmergo server. The rules of HexEmergo are below. The HexEmergo "challenge" command is described here. Other commands are the same for all pbmserv games.
Rules of HexEmergo(Copyright (c) Christian Freeling)
Note: If there's mention of "men" and "pieces", a man is single, while a piece consists of a number of stacked men. If the difference doesn't matter, a man may also be referred to as a piece, for instance 'the number of pieces on the board'.
ObjectIf a player has no legal move he loses the game. This may come about either by being eliminated or being blocked completely.
This diagram shows the board, which by default is initially empty.
1 2 3 4 A - . . . . 5 B - . . . . . 6 C - . . . . . . 7 D - . . . . . . . E - . . . . . . F - . . . . . G - . . . . Ohs (Ohs) inhand: 12 Eks (Eks) inhand: 12
The capture of a single man reduces the number of pieces on the board by one. Since there is no mechanism to increase the number of pieces, a game of HexEmergo is always 'spiraling upward', that is, the number of pieces steadily decreases while their size increases.
The Entering Stage
A player may still have several men in hand while his opponent has all men on the board. This is always the result of one player entering while the other must capture. It is not at all unusual: creating a large shadowpiece is a very valid strategic goal, particularly for black.
White may not, on his very first move, enter on the central square (e5). Apart from that there's only one condition for entering a man or the shadowpiece alike:
This is the key rule governing the entering phase! As long as my opponent does not attack any of my pieces, I may not put the piece I enter under attack. If he attacks one of my pieces, however, he releases me from the above condition.
The MovementStageIf the player to move cannot make a capture and does not have any men in hand, he must move a piece to an adjacent square. There are no restrictions except that the square must be vacant.
Alternative RulesAs pointed out on Mindsports Arena, the game under the above rules contains a flaw if it comes to e-mail games, due to the fact that white, if he can keep the first move after the entering stage, can use trial and error to construct a knock-out combination beyond anything anyone could figure out behind the board. Therefore e-mail games may benefit from the initial position depicted below.
1 2 3 4 A - X X X X 5 B - X X X X X 6 C - . X X X X . 7 D - . . . . . . . E - . O O O O . F - O O O O O G - O O O O Initial board with -alternate option.
There is no entering stage. White simply starts under the rules of the movement stage. Note that both players have thirteen men instead of the usual twelve.
HexEmergo LinksChristian Freeling's MindSports Arena site has more information on HexEmergo, including complete rules, strategy hints, example games, downloadable Java tutorials, and graphical online play.