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For more information on this and other games designed by Christian Freeling, and the possibility to play several of these games against others on the Internet, visit the website of Christian Freeling and Ed van Zon: Mindsports.
The diagram shows the HexCaïssa board with the pieces in the initial position. Initially, the board is covered with 61 tiles.
All play is on the tiles.
White begins. Players move, and must move, in turn.
Under the implicit condition of not putting its own Queen in check and the explicit condition of not violating the connection rule, a piece can always move to any of its target-squares, whether or not it is tiled, and if it is, whether or not it is occupied, and if it is, regardless of the colour of the occupying piece.
If the target-square has no tile, the piece takes its own tile with it. At the end of the move the tile-complex must still be connected.
There is no 'during the move', so the Knight in the next diagram may legally move to the cells marked A. Moving to B is of course illegal.
The mate in 1 in the next diagram shows another application of tile-surfing and the connection rule.
If the target-square has an empty tile, the piece may simply move there.
If the target-square is occupied by a friendly piece, the player must exchange the pieces.
If the target-square is occupied by an opponent's piece, the player must also exchange the pieces, but there is one exception: a switch between two pieces of the same type may not in the next turn be 'undone' by the opponent.
This, then, is (Hex)Caïssa's unique way of mutual capture between pieces, capture by exchange, which is in fact no capture at all. The necessity of the last rule should be obvious. It represents a situation similar to the one that gave birth to the 'ko' rule in the game of Go.
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Last modified on: January 04, 2001.
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Last modified: Monday, December 22, 2008