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1-5
20'
No necessary in-game text
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Hex-A-Gon
Publisher: Catalyst Game Labs
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Hex-A-Gon
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Players in Hex-A-Gon want to seize as many knights as possible, and whoever seizes the most knights wins.
To set up the game, lay out the hexagonal game board, which is covered with a hex-shaped pattern of hexagons with five hexes per side, then place one knight on each space of the game board other than the center hex. (P.S. Hex!)
On a turn, a player chooses one knight on the game board, then jumps one or more knights with it in succession. When a knight jumps, it lands on one of the three hexes (if empty) on the opposite side of the knight jumped, then the player captures the jumped knight, leaving an empty space that can be landed in during future jumps – even during that same turn. A player must make at least one jump, if possible, on her turn, but she is not compelled to make more than one. The game ends once no more jumps are possible.
Hex-A-Gon includes rules for solitaire play, as well as variants that randomly hide "treasures" – colored wooden bits – inside some of the knights prior to the start of the game. Depending on the variant rules used, these treasures provide a player with positive or negative points, allow a player to freeze knights and prevent them from being captured, or blasts knights away from the treasure.
To set up the game, lay out the hexagonal game board, which is covered with a hex-shaped pattern of hexagons with five hexes per side, then place one knight on each space of the game board other than the center hex. (P.S. Hex!)
On a turn, a player chooses one knight on the game board, then jumps one or more knights with it in succession. When a knight jumps, it lands on one of the three hexes (if empty) on the opposite side of the knight jumped, then the player captures the jumped knight, leaving an empty space that can be landed in during future jumps – even during that same turn. A player must make at least one jump, if possible, on her turn, but she is not compelled to make more than one. The game ends once no more jumps are possible.
Hex-A-Gon includes rules for solitaire play, as well as variants that randomly hide "treasures" – colored wooden bits – inside some of the knights prior to the start of the game. Depending on the variant rules used, these treasures provide a player with positive or negative points, allow a player to freeze knights and prevent them from being captured, or blasts knights away from the treasure.
| Mechanics: | Point to Point Movement |
| Categories: | Strategy |
| Alternative names: | |
| BARCODE: | 856232002059 |
| This was seen 16243 times | |
Players in Hex-A-Gon want to seize as many knights as possible, and whoever seizes the most knights wins.
To set up the game, lay out the hexagonal game board, which is covered with a hex-shaped pattern of hexagons with five hexes per side, then place one knight on each space of the game board other than the center hex. (P.S. Hex!)
On a turn, a player chooses one knight on the game board, then jumps one or more knights with it in succession. When a knight jumps, it lands on one of the three hexes (if empty) on the opposite side of the knight jumped, then the player captures the jumped knight, leaving an empty space that can be landed in during future jumps – even during that same turn. A player must make at least one jump, if possible, on her turn, but she is not compelled to make more than one. The game ends once no more jumps are possible.
Hex-A-Gon includes rules for solitaire play, as well as variants that randomly hide "treasures" – colored wooden bits – inside some of the knights prior to the start of the game. Depending on the variant rules used, these treasures provide a player with positive or negative points, allow a player to freeze knights and prevent them from being captured, or blasts knights away from the treasure.
To set up the game, lay out the hexagonal game board, which is covered with a hex-shaped pattern of hexagons with five hexes per side, then place one knight on each space of the game board other than the center hex. (P.S. Hex!)
On a turn, a player chooses one knight on the game board, then jumps one or more knights with it in succession. When a knight jumps, it lands on one of the three hexes (if empty) on the opposite side of the knight jumped, then the player captures the jumped knight, leaving an empty space that can be landed in during future jumps – even during that same turn. A player must make at least one jump, if possible, on her turn, but she is not compelled to make more than one. The game ends once no more jumps are possible.
Hex-A-Gon includes rules for solitaire play, as well as variants that randomly hide "treasures" – colored wooden bits – inside some of the knights prior to the start of the game. Depending on the variant rules used, these treasures provide a player with positive or negative points, allow a player to freeze knights and prevent them from being captured, or blasts knights away from the treasure.
| Mechanics: | Point to Point Movement |
| Categories: | Strategy |
| Alternative names: | |
| BARCODE: | 856232002059 |
| This was seen 16243 times | |
