Hexmate or Hero's Hex
Michael A. Rouse, (email removed contact us for address) net.net made this hexagonal chess variant for two persons.
The board is made up of 127 red, white, and black hexagons, with a white hex at each corner and the very center of the board. No hex may share an edge with an identical color. (See image below)
Rules and Pieces
21 Pawns. Each pawn may move forward one square, either forward left or forward right. They capture by normal movement into a hex. If pawns reach the back row of their opponent (the row with seven hexes), they shall be promoted to a queen, a duke, or a paladin (archbishop), depending on the choice of the player.
6 Knights. Each knight moves and captures in an elongated L-shape, two moves forward and one move at 120 degrees, without regard to any intervening pieces, onto a hex of a different color.
6 Bishops. Each bishop moves along the "diagonals" of the hexagonal board to a hex of the same color. They cannot be blocked by any piece or pieces on another color hex, only by a piece along the same color diagonal.
4 Rooks. Each rook can move any distance along one of the six columns centered on its hex, unless blocked by a piece on its column.
3 Paladins (or Archbishops). Combines the moves of a knight and a bishop.
2 Dukes. Combines the moves of a Knight and Rook.
2 Queens. Combines the moves of a Bishop and Rook
1 King. A "super piece" that can move a single hex in any direction, and can move as any other piece of the same color remaining on the board. At the beginning of the game, it combines the movement of Knight, Bishop, and Rook. After the final piece with a particular movement type is captured, that movement is lost to the king unless a pawn is promoted with the necessary movement type. Capturing the king ends the game, hence no move that puts the player's king into check (danger of immediate capture) is legal, and any check by an opponent must be removed by the player's next move. In addition to "baring" his king (having no other pieces on the board to defend him), a player that cannot get out of check loses the game (is checkmated/hexmated).
The board is oriented so that a "flat" edge of seven hexes faces each opponent.
Back row, seven pieces: Duke, Paladin, Queen, King, Queen, Paladin, Duke.
Second row, eight pieces: Bishop, Bishop, Bishop, Rook, Rook, Bishop, Bishop, Bishop.
Third row, nine pieces: Knight, Knight, Knight, Rook, Paladin, Rook, Knight, Knight, Knight.
Fourth row. Ten Pawns.
Front Row: Eleven Pawns.
White and black alternate moves, starting with white. A legal move is one in which a single movement and/or capture follows the rules for that piece.
A player is in "check" when an opponent's move directly threatens the player's king with capture. A player may not move so as to place his king in check, nor may he leave his king in check during his move. "Checkmate" occurs when a player places an opponent in check, and the opponent has no legal moves to get out of check. It is considered a win for the player, and worth a full point. In addition, a player may resign an untenable position, taking a loss.
Another method of winning is by "baring" the opponent's king -- removing every other piece of the same color from the board. This is to prevent long, tedious, memorized endgames of the type computers are famous for. A totally-destroyed army should count as much as a captured king, so it is worth a full point (the defeated king receives zero).
A stalemate occurs when the opponent is not in check, but every legal move would place him in check. It gives advantage to the player, or 3/4 point for the "winner" to 1/4 point for the "loser" of the stalemate.
Finally, if no logical progression of moves will yield a
checkmate or a stalemate, or if an identical position occurs
three times in a row, or if fifty moves occur without a capture
or pawn movement, the game shall be considered drawn, and half a
point granted to each side.
Some thoughts behind Hexmate or Hero's Hex
The name "Hexmate" was chosen for rather obvious reasons -- it is played on a hexagonal board, and the goal is to checkmate (hexmate) the opponant's king. Well, that and all the truly cool names combining "hex" and "chess" seemed to be already taken (Chex and Chexx and Hexchess and Hexichess and Chesshex and...)
Hero's Hex, on the other hand, might be a better name for it. In chess and most variants, it seems like the king is a doddering old man, depending on his amazon-like queen and others to protect him. Not so in this game -- the king has the strength of the queen combined with the fortitude of a knight, the power of a duke and the blessings of a bishop, and the bravery of a paladin inside the defence of a castle. (In other words, it has knight moves, bishop moves, and rook moves all in one -- as long as it has a piece with matching movement on the board) It has the strength of that legendary chess piece, the giraffe, but unlike *that* overpowered piece, it cannot attack the enemy king directly (theoretically it can in the endgame, if it still has a movement type not shared by the enemy king, but such circumstances should be rare), and it's movement options depend on the strength of its remaining forces. More than a few endgames will have the king as the vital piece in a checkmate of the opponent. Here are some thoughts behind the design.
My first principle was simplicity -- making certain that rules for placement, movement, and capturing were simple, and that complexity arose out of depth of strategy and not exceptions to overly-complicated rules.
My second principle was symmetry -- left and right sides of the board are mirror images, as is the setup of both opponents.
My third principle was there had to be some development of short-range pieces before long-range "power" pieces could be thrown willy-nilly across the board, and no massive trade of pieces could take place until at least some setup had taken place. This meant putting the strongest long-range pieces along the back row, and the bishops in the next-to-last row, both blocked by other pieces. They can still be moved out fairly quickly, but the opponent can protect his forces just as quickly.
My fourth principle was to provide plenty of opportunities for tactical excitement. One of the most exciting moves in chess is the queen-king fork. In Hexmate, you can still have the knight perform the queen-king fork, but in addition you can have the bishop perform a duke-king fork, and the rook perform a paladin-king fork (although in each case the forking piece must have another piece protecting it, because of the king's power). Every piece, even the three most powerful pieces on the board (other than the king), can have another, weaker piece "sneak up" on it (which is why the king is the only knight-bishop-rook "super piece").
My fifth principle was to provide some semblance of parity between the various classes. Using values associated with normal chess, a queen is worth about nine pawns, a duke about the same, a paladin about seven, a rook about five, a bishop about three, and a knight about three. Figuring out the number of points tied up in various pieces, two queens are about eighteen points, two dukes about the same, three paladins are about twenty-one points, four rooks about twenty points, six bishops about eighteen points, and six knights about eighteen points. By having two rows of pawns in front, we have a total of twenty-one points in pawns. Of course, in hexagonal chess the values will vary a bit from the square chess values, but they should be relatively close. Since the king is a singular piece and losing it means losing the game, its value is effectively infinite.
My sixth principle was, as mentioned earlier, to make the king the strongest
and the most vital piece on the board. There is a dichotomy between wanting to
use the most powerful piece, and trying to protect him, especially since
losing him spells the end of the game. You couldn't simply hide him in a
corner of the board and expect to win -- a more active king would destroy
your army, and kill the pieces whose survival your king depends on for
movement. Yet relying too heavily on the king means that you put him (and the
game itself) in greater danger. I think that having one powerful piece on the
board at all times (one who's strength is dependent on his other forces) would
make each part of the game exciting, even a pawn's race.
Random musings about the game:
I originally gave the King the combined powers of Knight, Bishop, and Rook.
While this worked well through mid-game, the King had far too much mobility in
the end game to capture without a truly astounding piece advantage. To temper
its mobility in the endgame without ruining the part that worked, I came up with
the following idea: The king has an inherent movement of one hex in any
direction, plus it can move like any other piece of the same color still
remaining on the board. In addition to restricting its mobility in the endgame,
this has an added benefit in strategy: the final piece with a specific movement
type (the last bishop, for example) might suddenly become more valuable than a
strong piece you have plenty of (perhaps you have two rooks, or even a couple of
dukes). In addition, pawn promotion becomes even less "turn pawn into queen
unless the moon is blue" and more "choose a piece that adds movement and
balances your options."
There is a variant of Hexmate, for those who feel the current version has limited options and strategy (grin). I call it "Hexmate Choice" or "Hexchoice." Hexchoice uses the same board, pieces, and movement as Hexmate. Even the pawns are kept in the same position. The difference is that, after a suitably random method of determining who moves first, players alternate first in placing major pieces, then in playing the game.
Each player is given thirteen pieces to place -- one king, one queen, one duke, two paladins, two rooks, three bishops, and three knights. More than thirteen pieces are actually set upon the board, of course, but because of rules of symmetry, there are only thirteen options to begin with. The placement restrictions are simple: all pieces have to be mirrored left and right (if I place a knight in the bottom left corner, a knight is automatically placed in the bottom right corner) and all pieces must be mirrored across the board (which means that, using the preceding example, a knight placed in the far left and far right corners). The king and one paladin can only be placed on the two center hexes available, while the three bishops must each be place on different colors. Other than these restrictions, the pieces may be placed anywhere. To make the games more fair, the first person to begin placing piece is the second person to move.
To be honest, I haven't tried Hexchoice -- Hexmate even with the default board is quite difficult. If Hexmate were to be studied for centuries with the same intensity as chess, I could see where a variation (the Fischer Random Chess of Hexagonal variants) might be necessary. This version would allow an even wider range of possibilities while keeping purely random elements to a minimum.
Written by Michael A. Rouse.
WWW page created: August 18, 1999.
WWW page revised: May 1st, 2001.