Knowledge (XXG)

Hexagony

Source 📝

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chits from the bank or from the opposing player. Once supplies have been gained, the player can choose to end their turn, or may continue to attempt to gain supplies as many times as desired, but if the player rolls doubles (the same number on both dice), the player's turn is over and the player loses all supplies gained during the turn. For example, the red player rolls a 3 and a 4, and chooses the 4 since that will land their supply track token on red, gaining the player 4 supply chits. The player decides to try again, and rolls a 1 and a 3. The player chooses the 1 since that will land on red again, gaining one more supply chit. The player tries one more time and rolls double sixes. The player's turn immediately ends, and the player loses all five supply chits earned during the turn.
273:, and found that it was "a combination of chance and skill that I find quite refreshing and indeed, quite challenging." However, he didn't like the design of the board, in which the two halves merely sat beside each other without being joined, so if they were moved, playing pieces could fall in between the two halves. He also noted that the "totally useless" counter tray only had four compartments, although there are six colours of tokens and another sixty supply chits. He commented that, "All in all, the production quality is really not up to Avalon Hill standard." Nonetheless, Diffell concluded by giving the game an above average overall score 8 out of 10, saying, "this is a great game that everyone should try if they can find it." 234:" of the oppositional choices of needing supplies to move versus not moving in order to gain supplies. He also found the stoppage of play after rolling doubles "adds a heightened sense of tension and excitement to play." However, he noted that the game does require a lot of dice rolling, and much of the game is based on luck. rather than strategy and tactics. He concluded that this game "does combine elements into a pleasing package of movement strategies, supply considerations and pressing your luck (with a hefty dose of dice rolling) that make the game well worthy of attention." 1097: 1931: 124:
and chooses the 4, the player can move one token four spaces, or two tokens two spaces each, or four tokens one space each. The player can voluntarily end the turn anytime, or can choose to continue rolling the dice and moving tokens as many times as desired. If the player runs out of supply chits or rolls doubles, the player's turn ends.
230:, and found much to like, including the "attractive presentation". He thought the rulebook was very complete, and called the question and answer format "easy to read and understand." He noted that the changing position of the walls in each game meant that each game was a fresh tactical challenge. And he admired the " 136:
If a player moves a stack of tokens into a space adjacent to an opponent's smaller stack of tokens, the active player can attempt to dislodge the smaller stack out of that space by rolling two dice. If either die comes up as "6", the opposing player must retreat one space, and the active player moves
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In the Kenterprises edition of the game, the player rolls two dice, and can move one entire stack the difference between the two dice. So if the player rolls a 2 and a 4 (a difference of two), the player can move one stack 2 spaces. All other aspects of movement, including supply payment and ending a
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is filled with agonizing decisions and choices, and you are always balancing patience and urgency". He further noted that "it is both game and philosophy, in the same way that any great game is. That is, you learn a lot about yourself as you self-reflect on your participation in the game." However,
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In the Avalon Hill edition of the game, to move tokens, the player pays one supply chit and rolls two dice, choosing one of the dice. The player can then move tokens such that the number of tokens and the number of spaces moved equals the number rolled. For example, if the player rolls a 2 and a 4
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In Avalon Hill's edition, if the supply track token lands on the player's own color, the player gains a number of supply chits equal to the number of spaces moved. If the player's supply track token lands on a space with an opposing player's army symbol, the active player can choose to take supply
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The supply track consists of a track of colored circles that runs around the perimeter of the board. A player who chooses to spend their turn seeking supplies rolls 2 dice and moves their supply track marker the number of squares equal to either one or both of the dice. There is no cost for this.
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In Kenterprise's version, the rule has been added that if a player's supply track token lands on an opponent's color, and the active player has at least one token in that player's territory, the player can choose to take supply chits from either the bank or the opposing player.
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If a player can maneuver their pieces so that an opposing stack is surrounded on all three sides by stacks that are at least as large as the defender's, then the defender's pieces are removed from play. If a player is reduced to three tokens or less, they are out of the game.
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Each player places all twelve of their tokens anywhere in their "home" territory. Players can create stacks of either two or three tokens, and normally do not leave single tokens, since singletons have neither offensive nor defensive
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their stack into the disputed space. If the active player rolls a double six, the defender must retreat two spaces. If the defender is unable to retreat to an empty space, the defending tokens are removed from play.
219:, saying, "I highly recommend this game. It is easy to learn but still challenging and enjoyable to play. It's a great game to have on hand if time is limited and you're not sure how many people are playing." 258:." He concluded with a strong recommendation, saying, "The game is just great fun to play. The varied terrain, the die-rolling, the different ways to play, the interesting strategic choices, keep 82:
One player places one of the black plastic rods on the side of a space in their home territory. The next player does the same, and this continues until there are no sticks left.
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a map: a large hexagon divided into six differently colored equilateral triangles, each of which is further divided into sixteen smaller equilateral triangles.
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is decidedly abstract there is virtually no dressing here, other than the Oriental milieu. If you can't deal with such an abstract design, you may not enjoy
178:, and set up Taoist Arts Inc. to publish it in 1977. Wishing to have a wider distribution, Hodkinson sent the game to Avalon Hill to try to get it published. 79:
Each player chooses which color of army and home territory they wish to play and places their supply track token on their starting circle of the supply track.
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Ken Hodkinson later re-acquired the rights to the game, and under the company name Kenterprises, republished the game in its original form, using the title
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There are a number of optional rules that can be used including unlimited stacking, movement variants and a "nuclear explosion" option.
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Finally each player rolls one die and takes that number of supply chits to start the game.
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On a player's turn, the player can choose to either seek supplies, or to move pieces.
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in 1980, and later re-released in a slightly modified form by Kenterprises as
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is an abstract strategy board game for 2 to 6 players that was published as
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had just started work at Avalon Hill as a game developer, and thought
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In 2002, Mitch Tomashow reviewed the Kenterprises edition of
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In 2005, Caleb Diffell reviewed the Avalon Hill edition of
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showed promise. He modified some of the rules, renamed it
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Taylor, Stephen (November 1980). "Capsule Reviews".
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You can help Knowledge (XXG) by 250:Tomashow did add the caveat that " 14: 1929: 1162:Tales from the Floating Vagabond 1095: 209:In the November 1980 edition of 28:by Taoist Arts Inc. in 1977, as 1374:Darkhorn: Realm of the Warlords 1073:Axis & Allies: Pacific 1940 1997:Board games introduced in 1977 1752:Star Wars – The Queen's Gambit 1065:Axis & Allies: Europe 1940 1057:Axis & Allies: Guadalcanal 1: 1768:Betrayal at House on the Hill 338:Diffell, Caleb (2005-08-21). 1214:North Atlantic Convoy Raider 1033:Axis & Allies Miniatures 2018: 1924: 1302:Computer Football Strategy 1017:Axis & Allies: Pacific 1914:List of Avalon Hill games 1470:Wooden Ships and Iron Men 1390:Wooden Ships and Iron Men 1342:Quest of the Space Beagle 1093: 1009:Axis & Allies: Europe 918:Turning Point: Stalingrad 734:Wooden Ships and Iron Men 1446:World at War: Stalingrad 1025:Axis & Allies: D-Day 966:Empire of the Rising Sun 854:B-17, Queen of the Skies 400:"Bin'Fa: The Tao of War" 368:Tomashow, Mitch (2002). 1784:Monsters Menace America 1246:Empire of the Over-Mind 870:White Bear and Red Moon 662:Origins of World War II 63:12 black plastic sticks 60:six supply track tokens 1941:-related article is a 1438:D-Day: America Invades 798:Victory in the Pacific 195:Bin'Fa: The Tao of War 1704:Advanced Civilization 886:Advanced Squad Leader 878:Panzergruppe Guderian 57:six sets of 12 tokens 1909:Wizards of the Coast 1712:History of the World 1358:Under Southern Skies 1334:Jupiter Mission 1999 942:Advanced Third Reich 758:Air Assault on Crete 718:The Russian Campaign 462:"GAMES Magazine #33" 448:"GAMES Magazine #26" 1146:Powers & Perils 926:Battle of the Bulge 846:Panzer Armee Afrika 694:Alexander the Great 434:Steve Jackson Games 310:Games & Puzzles 166:Publication history 1883:Charles S. Roberts 1827:Down with the King 1720:Age of Renaissance 1584:Source of the Nile 1414:Operation Crusader 1406:Flight Commander 2 1278:Andromeda Conquest 1182:B-1 Nuclear Bomber 1106:Role-playing games 404:gamersalliance.com 300:1982 Games 100 in 245:, and found that " 170:In the mid-1970s, 69:two six-sided dice 1992:Avalon Hill games 1954: 1953: 1922: 1921: 1853: 1852: 1736:Stratego: Legends 1688:Merchant of Venus 1478:Achtung Spitfire! 1138:Lords of Creation 1132: 1131: 1091: 1090: 1001:Axis & Allies 982:Axis & Allies 838:Storm Over Arnhem 766:Arab-Israeli Wars 742:Starship Troopers 344:The Games Journal 271:The Games Journal 243:The Games Journal 158:Victory condition 2009: 1975: 1968: 1961: 1933: 1926: 1843:Titan: The Arena 1816: 1744:Cosmic Encounter 1696:Republic of Rome 1190:Computer Acquire 1111: 1099: 998: 974:London's Burning 678:Richthofen's War 670:Outdoor Survival 558:Chancellorsville 510: 503: 496: 487: 480: 479: 472: 466: 465: 464:. November 1982. 458: 452: 451: 450:. November 1981. 444: 438: 437: 423: 414: 413: 411: 410: 395: 384: 383: 381: 380: 374:The Game Journal 365: 354: 353: 351: 350: 335: 66:60 supply tokens 2017: 2016: 2012: 2011: 2010: 2008: 2007: 2006: 1982: 1981: 1980: 1979: 1923: 1918: 1892: 1871: 1849: 1814: 1656:The Mystic Wood 1483: 1206:Midway Campaign 1168: 1128: 1100: 1087: 996: 894:Empires in Arms 814:The Longest Day 519: 514: 484: 483: 474: 473: 469: 460: 459: 455: 446: 445: 441: 429:The Space Gamer 425: 424: 417: 408: 406: 397: 396: 387: 378: 376: 367: 366: 357: 348: 346: 337: 336: 325: 320: 279: 228:Gamers Alliance 212:The Space Gamer 207: 168: 160: 152: 143: 134: 121: 104: 96: 76: 51: 46: 17: 12: 11: 5: 2015: 2013: 2005: 2004: 1999: 1994: 1984: 1983: 1978: 1977: 1970: 1963: 1955: 1952: 1951: 1934: 1920: 1919: 1917: 1916: 1911: 1906: 1900: 1898: 1894: 1893: 1891: 1890: 1885: 1879: 1877: 1873: 1872: 1870: 1869: 1861: 1859: 1855: 1854: 1851: 1850: 1848: 1847: 1839: 1835:Enemy in Sight 1831: 1822: 1820: 1813: 1812: 1808:Vegas Showdown 1804: 1796: 1788: 1780: 1772: 1764: 1760:Risk 2210 A.D. 1756: 1748: 1740: 1732: 1724: 1716: 1708: 1700: 1692: 1684: 1676: 1668: 1660: 1652: 1644: 1636: 1628: 1620: 1612: 1604: 1596: 1592:Circus Maximus 1588: 1580: 1572: 1564: 1556: 1548: 1540: 1532: 1524: 1516: 1508: 1500: 1491: 1489: 1485: 1484: 1482: 1474: 1466: 1462:Over the Reich 1458: 1450: 1442: 1434: 1426: 1418: 1410: 1402: 1394: 1386: 1378: 1370: 1362: 1354: 1346: 1338: 1330: 1322: 1314: 1306: 1298: 1290: 1282: 1274: 1266: 1258: 1250: 1242: 1234: 1226: 1218: 1210: 1202: 1198:Lords of Karma 1194: 1186: 1178: 1176: 1174:Computer games 1170: 1169: 1167: 1166: 1158: 1150: 1142: 1133: 1130: 1129: 1127: 1126: 1122:James Bond 007 1117: 1115: 1108: 1102: 1101: 1094: 1092: 1089: 1088: 1086: 1085: 1077: 1069: 1061: 1053: 1045: 1037: 1029: 1021: 1013: 1004: 1002: 995: 994: 986: 978: 970: 962: 954: 946: 938: 930: 922: 914: 906: 898: 890: 882: 874: 866: 858: 850: 842: 834: 826: 818: 810: 806:Wizard's Quest 802: 794: 786: 778: 770: 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Index

Avalon Hill
Ken Hodkinson
Alan Moon
The Space Gamer
yin-yang
Games
1981 Games 100
Games
Games
Games & Puzzles




"Hexagony"



"Bin'Fa"



"Bin'Fa: The Tao of War"


The Space Gamer
Steve Jackson Games
"GAMES Magazine #26"
"GAMES Magazine #33"
"Games and Puzzles magazine | Wiki | BoardGameGeek"

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