Copyright (c) 1979 Christian
Hexdame is played on the following
board with the following setup:
- TURN - On each turn, each player moves
a friendly piece.
- Soldier -
A soldier moves to a diagonally or
vertically forward adjacent empty cell.
- If a soldier moves to one of
the two farthest edges, it is promoted to a King.
- A soldier captures by jumping
(forwards or backwards) an
adjacent enemy piece, landing on the immediate next cell which must be
- A King slides any number of empty
cells on a straight line, on any available direction.
- A King captures by
the checkers long
- Capture is mandatory and has
priority over moving. Capture must be maximized, i.e., the
player must perform the jumping sequence that captures most pieces
(the soldier and the King count as one piece each). The captured pieces are removed only
at the end of the jumping sequence. An enemy stone cannot be
jumped twice during a jumping sequence.
- The jumping sequence must not have 180º
- If a soldier ends its jumping
sequence on one of the promotion cells, it is promoted. However,
if it passes over one of those cell while on a jumping sequence,
it does not promote.
- Loses the player with no valid move.
- If a board position is repeated 3
times, the game is a draw
Freeling also notes: Those were the rules, and they are not by me. They were put down in
1723 by a Polish citizen of Paris for the 10x10 square board. His name
has been lost, but he did an excellent job. I only had to apply them
to the hexagonal grid under addition of the 'straight or oblique'
Black's King at d1 must capture four white
soldiers. Black has an option between the last two, since he cannot jump
the red dot cell (it would jump the same cell twice).
There is a ZRF to play Hexdame
with Zillions. You can also play
and read extensive information about the game at the MindSports
There is a early hexagonal board game, from Poland (1985) called