Hi guys, I saw that a few people had their interests piqued when I posted an idea for a new meta-rule previously.
So, this time I also have a new idea for a meta-rule, this one is arguably much more suited to a game like Hex.
Imagine that instead of being obliged to place a stone each turn on the board, you were given a stone to hold.
Then, on your turn you could place any number of stones in your possession on the board.
Play could proceed as usual, or players could choose to "bide" for any number of turns (N), and then later on putting all N stones on the board in a single turn.
I recently found out that this idea has been considered in the context of Go, but I wasn't sure about Hex.
I call it Bide, based on how Onyx in Pokemon used to wait... and then release a big attack later.
Strategy of the 1st player: hold the first N-1 times, then play all the N stones in the Nth turn.
The 2nd player has placed 0 to N-1 stones on the board, so there is at least one row / column that the 1st player can place all N stones and form a connection.
ypercure, the first reason to hate double moves is because they ruin all local patterns. Basically you've to re-learn the game from scratch if you go from single move to double move. The second reason is that it just makes the game more ugly because, well, we already have the problem that a single stone is too strong, and with double moves, you've twice the problem.
ypercure, oh, and on top of the two reasons above, the reason why it was introduce in gomoku was to balance the game, but it doesn't work for that goal: https://littlegolem.net/jsp/forum/topic2.jsp?forum=70&topic=176. It seems going first is still advantageous despite you start with a single stone for the first move.
It works fine for Connect as far as I know. I don't see any reason why it would not balance Hex. It is a bit prettier than Hex because it removes the need for the ugly swap rule.
I agree on one thing. It ruins all local patterns and creates nw ones. It is a very different game than Hex.
@spartacus, delaying is preferred to putting a stone on board so the gameplay would probably: A bide, B bide, A bide, B release (cannot allow hoarding anymore), A release, B bide, A bide, B bide, A release..... And finally just playing 2 stones a turn. There may be exceptions, so this is generally a more interesting game then just playing 2 stones a turn by force.
@spartscus, @ypercube - I will tell you why I think Hex lovers should tend to hate 2 moves a turn. Each game has a propotion of short term complexity vs long term complexity. Hex is the top 1 game in the world with very little short term complexity and high long term. So any attempt that increase the former is just taking from Hex it's biggest value.
I'm curious, has this variant ever been considered: First mover places one stone. then the second mover places two. Then players take turns placing two stones. The idea is to counteract the first-mover advantage, an alternative to the swap rule.
Think of the game as a sequence of pairs of plays. In the variant I suggest, the players take turns on being the first movers of each pair of moves.
vieuxsac, yes we have just been discussing that and lazyplayer keeps saying that it is a bad idea - and insisting that he represents all hex players..
Me, I think it games the game balanced and removes the need for swap but it is also a very different game that Hex. There have been discussions in the past in this very forum and I remember other players wanting to try it. I don't know if anyone has tried on a game site or on real life play.
Alex doesn't like it as I understand from his comments.
I'd like to try 2 move thing, and I think I advocated some time in past for it. I agree that it would likely play quite differently. But I think patterns would become even more interesting, for example take one of smallest things - bridge, impact on it should be quite profound and the resulting patterns should be very interesting. I also think it would lead to more "distant interaction" between patterns. All of that could be quite interesting. And considering hex has "global goal" (that is spanning whole board) as opposed to connect6 much more local (just a row of limited length anywhere) its global effect should be even more far reaching. On the other hand game might resolve much more quickly than say connect6, since global goal of opponent likely could be shut down faster than many potential small goal threats. Still those initial moves should require crazy hard and deep analysis, which is expected - doubled branching factor. All in all, Richard should add such mod to LG :D DoubleHex!
Just though of a word of for feature of a game that would be more plentiful in such two stone version - entanglement.
It happens even in regular hex. (please mind that I'm not top tier player so I feel this more) Like quite often in hex you place stone and it's impact is set in stone, that is it connects and there is nothing that can be done. But other times, it seems like it almost certainly connects... unless "in this semi distant place" some bad thing happens. (I suspect it is not super clear what I mean...). In any case, due to double moves one would be far less certain about a lot (most?) of patterns since they would have a lot more potential for various kinds of interactions (like you can connect here if you place two stones, but then... you loose connection in other place, so maybe you just place one stone here and another there, but then you do not gain certainty). One thing that might happen, esp for newer players, or players less skilled, like maybe for me also, temptation to play "more local" or adjacent to gain some more certainty. I know I had to fight such quite a bit in both hex and go.
In any case I would think such game/variant would enrich board games as a whole :)
I agree that simplicity is very nice, but it is also not everything, and having options is not necessarily bad. Hex is no where near the cheesy stuff you have with say chess variants. 2 moves is fairly simple variant, with potentially very itneresting patterns and interactions. And arguably one could say it is simpler than basic hex - no need to have/describe the pie rule.
While I like simplicity very much (it is also super relevant to my job - software development) I look at games in more utilitarian - they teach us something about the world one way or another. Maybe it is abstract interaction in some fixed "pattern space" maybe it is supply and demand interactions or whatever. What I do not like is "empty variants" of dubious value (change in rules with little effect in play/what you can learn), in such category I would put likely most of chess variants, granted chess is already decently in elegant game compare to say hex, havannah or go (this one also has some minor kludges).
I don't mean to criticize the variants themselves, but the very process of formulating more and more variants which I find useless and ugly because one can think of infinite number of variants and it leads nowhere.
Of the top of my head here is a new one
A player in his turn either puts a neutral stone or changes an existing neutral one to his color. (no swap needed maybe)
I again kinda agree :) (& as side note I also considered variants similar to what you just came up, with neutral stones, though such have one stronger strike against "elegance" - existing placements start to change which means it is comparatively better for machines than for humans as far as I know, since humans have strong advantage where what is laid down does not change).
But that said, if no one talks about such stuff it does not get implemented and tested, and we might not see what depths and potential for knowledge (and dare I say entertainment in figuring all new patterns out) is there :)
sorry for multiple posts in a row, I just forgot to mention that if this movement in response to impact would cause stones to collide head-on, it propagates and those also move.