#1 · HexNash
18 Feb 2011
I came up with this today after two years of thinking on and off about the possibility of a hex/y connection-style game where the potential value of the first move was the same no matter where it was played (doing away with the pie rule). I originally thought about playing on the surface of polyhedra, but the platonic solids (the only ones that satisfied my "first move is equal" criteria) didn't seem to work with anything. Then I looked at spherical geometries, with some kind of great arc/circle being the goal, but those and other possible winning conditions I thought of seemed forced. However, inspiration came to me today after playing the classic arcade game Asteroids: In the game, when you move off one edge of the screen, you reappear on the other; it wraps around. What if Hex was played on that kind of field? A bit of research later, I found out that that kind of geometry is called a torus. So here is what I came up with.
First, an 8x8 example board, with the pieces played on the vertices:
http://img819.imageshack.us/img819/8483/torus.png
Notice that the "9th" column and row are actually the 1st column and row! Like Asteroids, the playingfield "wraps around". When a piece is played on the edge, a "hologram" of it is placed on the opposite side, and when a piece is played on a corner, the "holograms" are places on the other three.
Now, the rule difference: instead of connecting one side to another, the goal is to make a connection "ring" around the board. One player plays vertical, and the other horizontal. The only catch (which I will explain in detail in the next paragraph) is that if the vertical player's path crosses the "wrap-around" boundary on the left or right "n" times, it must cross back over "n" times for the ring to count, and the same goes for the horizontal player and the top or bottom boundary. Like in Hex, a board can only have one winner. Some examples of a win for Red (the vertical player):
http://img96.imageshack.us/img96/9692/win1sf.png
(Completely straight ring)
http://img204.imageshack.us/img204/8247/win2g.png
(Wavy ring)
http://img806.imageshack.us/img806/4804/win3.png
(Crosses boundary once, and crosses back once)
However, here is the case that is NOT a win, and which allows for ties:
http://img138.imageshack.us/img138/6418/notawin.png
Topologically, this is not a ring around the torus, but actually a "curly-q". Visualize it like this: on a torus (donut) shape, you can draw a circle that goes through the "loop" (a win for vertical), or a circle that goes around the whole thing, like if you drew along the outside only or inside only, or in-between only (a win for blue). However, you can also have one that wraps through the "loop" as it is making its way around. That is what happens in the third image. Notice that unlike the circles, both players can have multiple connected "curly-qs" at the same time, which leads to the possibility (though unlikely except upon perfect play) of a tie.
Does anyone understand what I'm talking about here, and if so, does anyone know if this game would actually be playable, without say, a game-breaking win/tie-forcing strategy? Thanks for any responses!