The rules of Hexarch
Read again ?? :(
The board
Three different colour class:
- • 91 cells: a hexagon with 6 cells along each side
- • Starts with 18 pieces each side: 1 king, 1 queen, 2 rooks, 2 knights, 3 bishops, 9 pawns
- • White moves first
How each piece moves
Rook
A rook slides along all six edges of its hexagon. Two more directions than you're used to.
Tip: You can move the piece around. Try it!
Three bishops
Lose one bishop, and a third of the board goes quiet for you.
All three start stacked on the f-file, one per colour class.
Pawn secrets
Pawns move straight forward and capture to their two forward-diagonal neighbours. From the starting cell, a pawn may step two.
The King
A king in check must get out of it immediately: move away, block the line, or capture the attacker.
How a game ends
Checkmate: 1–0
The king is attacked and nothing can save it. The attacker wins the full point.
Stalemate: ¾–¼
The side to move has no legal move but is not in check. The side that delivered it gets ¾, the other ¼.
Threefold repetition: draw
The same position with the same side to move appears three times.
50-move rule: draw
Fifty moves by each side pass with no capture and no pawn move.
Not enough pieces: draw
Nobody can force mate with king only.
Flag fall
In a timed game, the player whose clock reaches zero loses.
Resignation
A player may give up at any time.
Coming from regular chess?
Most of what you know still applies. These are the differences:
| Regular chess | Hexarch | |
|---|---|---|
| Board | 64 squares, 8 files | 91 hexagons, 11 files of different lengths |
| Cell colours | Two | Three |
| Bishops | Two per side, 4 directions | Three per side, one on each colour, 6 directions |
| Rook and queen | Rook 4 directions, queen 8 | Rook 6 directions, queen 12 |
| Knight | Up to 8 targets | Up to 12 targets, and worth more than a bishop |
| Pawn capture | Diagonally forward | To the two cells forward-left and forward-right; en passant |
| Castling | Yes | No |
| Stalemate | Draw | ¾ - ¼ |
| Promotion | On the last rank | On the far edge cell of whatever file the pawn is on |
Reading the move list
Every cell has a name, and the move list uses them.
- • Files run from a to l, skipping j. Cells are numbered from White’s side, starting at 1.
- • The centre cell is f6. White's king starts on g1 and Black's on g10.
- • A move is written as start cell, dash, end cell: e4–e6 is the e-pawn stepping two cells.