# Rules of play

**Version:** v009 — Draw Verdict Wording

This document completely describes how to play this version of the game.
A reader with only this document and the interface can play a full game
against another player, and the two of them can determine who won.

## The game

Hexagonal chess, after Wladyslaw Glinski. Two players, White and Black,
share one screen and take turns with the same pointer. The board is not a
square grid: it is a large hexagon tessellated into **91 hexagonal
cells**, arranged in eleven vertical files. Cells come in three tones,
repeating across the board, which mark the three colour bounds a bishop
can never leave.

**Files and ranks.** The eleven files are lettered **a b c d e f g h i k
l** from left to right — the letter *j* is skipped, as in Glinski's own
notation. The files have different heights: 6, 7, 8, 9, 10, 11, 10, 9, 8,
7, 6 cells, so the outer files are short and the central f-file is the
tallest. Within each file the cells are numbered **from 1 upward starting
at the White (bottom) end**. A cell is named by its file letter and its
number: `a1`, `f11`, `k7`. Ranks can reach two digits (`e10`, `f11`).

White moves first. Players alternate, one move per turn. Passing is not
allowed.

## Starting position

Each side has eighteen pieces: one king, one queen, two rooks, two
knights, **three bishops**, and **nine pawns**. White's pieces stand on:

- **King** g1, **Queen** e1
- **Bishops** f1, f2, f3 (stacked on the central file, one on each of the
  three cell tones)
- **Knights** d1, h1
- **Rooks** c1, i1
- **Pawns** b1, c2, d3, e4, f5, g4, h3, i2, k1 (a shallow chevron across
  the board)

Black's position is the exact 180° rotation of White's through the centre
cell f6, so the two armies are perfectly symmetric. The interface sets up
the board; you do not place pieces by hand.

## Objective

Checkmate the opposing king: attack it so that the opponent has no legal
move that removes the attack. Delivering checkmate wins the game
immediately.

## Adjacency

Every cell has two kinds of neighbour:

- **Six orthogonal neighbours** — the six cells that share an *edge* with
  it. These are the rook directions. Within a file, the orthogonal
  neighbours directly above and below are the same file, one rank up or
  down.
- **Six diagonal neighbours** — the six cells that share only a *vertex*
  with it. These are the bishop directions.

A bishop direction always keeps a piece on cells of a single tone; a rook
direction moves between tones.

## Piece movement

- **Pawn** (circle): moves one cell straight forward — toward the
  opponent's side — to an empty cell. It never moves two cells, and it
  never moves backward. It captures onto either of the **two forward
  diagonal cells** (the diagonal neighbours to the forward-left and
  forward-right). White's forward is up the board; Black's is down.
- **Knight** (L shape): leaps to one of up to twelve cells — the cells
  reached by one orthogonal step followed by one diagonal step outward, so
  that the leap lands on neither a rook line nor a bishop line from its
  origin. It jumps over anything in between.
- **Bishop** (triangle): moves any number of empty cells along a diagonal
  (vertex-sharing) direction. Confined for the whole game to cells of its
  one tone.
- **Rook** (square): moves any number of empty cells along an orthogonal
  (edge-sharing) direction.
- **Queen** (asterisk): moves any number of empty cells along any
  orthogonal or diagonal direction.
- **King** (cross): moves one cell to any of its **six orthogonal
  neighbours**.

A piece captures by moving onto a cell occupied by an enemy piece, which
is removed. No piece except the knight may pass through an occupied cell.
You may never capture your own piece.

## Promotion

A pawn that reaches the **far edge** — the border of cells on the
opponent's side, from which it could advance no further — promotes at
once to a queen, rook, bishop, or knight of its own colour, at its
owner's choice. The interface presents the choice when it occurs.

## Special moves that do not exist here

There is **no castling**, **no en passant**, and **no two-cell pawn
advance**. These moves of square chess have no counterpart in this
version.

## Check and legality

A king is **in check** when an enemy piece attacks its cell. You may
never make a move that leaves your own king in check; the interface
enforces this by offering only legal moves. If you are in check, every
legal move available to you resolves the check.

## How a game ends

The interface detects each of these conditions automatically and
announces the result in the status line. That announcement is the
authoritative verdict.

**Decisive result:**

- **Checkmate.** The player to move is in check and has no legal move.
  That player loses; the other player wins.

**Draws (neither player wins):**

- **Stalemate.** The player to move is not in check but has no legal move.
- **Fifty-move rule.** Fifty consecutive full moves pass with no capture
  and no pawn move.
- **Threefold repetition.** The same arrangement of pieces, with the same
  player to move, occurs for the third time.
- **Insufficient material.** Neither side retains enough material to ever
  deliver checkmate — king against king, king and a single knight or
  bishop against king, or kings with only bishops that all stand on one
  colour tone.

## Determining the winner

Play until the status line announces a result. "Checkmate — White wins"
or "Checkmate — Black wins" names the winner. "Stalemate" or "Draw"
means neither player has won. The verdict is computed from the position
and displayed; it is always definite. Checkmate is reachable — Glinski's
hexagonal chess has been played to decisive results for decades — so the
game always terminates in one of the announcements above.

## The interface

Move by dragging a piece to a highlighted destination, or by clicking a
piece and then clicking a destination. When a piece is selected, its
legal destinations are marked: empty destinations are shaded, and a cell
you can capture on is ringed. **New game** starts over; **Undo** takes
back the most recent move by agreement of the players. The game is local:
both players share one screen.

**Forced moves.** When the player to move has exactly one legal move,
that move executes automatically after 800 ms, with no announcement. It
appears in the move list identically to a hand-played move. Because a
whole sequence can consist of successive forced positions, this may
advance several moves in a row without any input, one step per 800 ms.
Auto-execution never changes which move is legal or how the game ends; it
only removes the wait when there is no choice to make. If **Undo** returns
the game to a position where the side to move still has only one legal
move, that move executes again after 800 ms. The guarantee holds however
the forced position is reached — by ordinary play, by **Undo**, or by
editing the move list (below): whenever the side to move has exactly one
legal move, that move executes after 800 ms.

**The move list.** Each move is recorded in this version's coordinate
notation — the piece letter (none for a pawn) followed by the destination
cell, with `x` for a capture and `=Q`/`=R`/`=B`/`=N` for a promotion.
Each entry in the list is editable in place, a carry-over from the square
version. Editing replays the list from the start; because the notation
here is hexagonal rather than standard algebraic, an edited entry that the
replayer cannot interpret — and every entry after it — is struck through
as unreachable, and the board shows the last position actually reached.
Playing by pointer, rather than by editing the list, is the reliable way
to reach a position in this version. A game whose move list has been
edited is not saved across a page reload.
