The abstract board game Hex

This site is about the abstract board game Hex, and another game called Trinidad that is based on Hex. First, the rules of the classic game are explained, then the limitations of the game are discussed, and finally, the new game is introduced.

Introduction

Hex is an abstract board game invented by the Scandinavian Piet Hein around 1940. The rules are stunningly simple; this game can be learned in only a few minutes.

The board

Hex is played on a board made up of hexagons. The board itself is shaped like a rhomb, as shown below. Pieces are placed on the crossing edges of the lines. The board shown here has eight fields on each side of the rhomb, but the game can be played on any size board. The common board for experienced players has eleven fields on each side.


Rules of the game

One player uses the white pieces, the other player the black pieces. Both players in turn put one of their pieces on a empty field on the board.

Goal of the game

The goal is to make a chain in your own color between opposite sides of the board. The stones do not have to form a straight line, as long as the connection is closed. In the game shown below, white has won.


About the appearance of the board

The Hex board can be depicted in several ways. One common way of representing the board, is to use hexagons (alveolus shapes) and pieces are placed in the fields instead of on the crossing edges of the lines, as can be seen here. In some instances stones are not represented by colored cirkels, but rather the whole field is coloured. In this site the first way of drawing the board is used, because in my view this representation is most clear.

Remarks on the game

Hex can never be a draw. Either white or black will be able to make a full connection. A full white connection rules out any black connection (and vice versa) and as long as there is no full white connection the black connection remains possible (and vice versa). Thus, trying to make a connection is the same as prohibiting a connection of the enemy. Therefore, the best defence equals the best attack. As soon as you have grasped this aspect of the game, you will see the great beauty of the game and you will be a better player.

Strategy

Thinking Hex is much like thinking Go. Though the aim is to make a connection it is best to think in areas. Especially at the start of the game pieces are used not directly to make chains, but rather to occupy areas on the board, that is to take in strategic positions on the board. Most of the time it's better to put pieces far from the enemy pieces then directly besides them.
     The best strategy for making a connection can be formulated as (1) determining your strongest chain and (2) strengthening the weakest link in that chain. The best defending strategy can be formulated as (1) determining the strongest chain of the enemy and (2) weakening the weakest link in that chain. As noted above, the best defence equals the best attack, thus both ways of thinking should result in the same best move.