Check out Glinski's Hexagonal Chess, our featured variant for May, 2024.


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Glinski's Hexagonal Chess. Chess on a board made out of hexagons. (Cells: 91) (Recognized!)[All Comments] [Add Comment or Rating]
🕸Fergus Duniho wrote on Fri, May 9, 2014 04:50 PM UTC:

I am working on a new Game Courier preset for this game that should handle win/loss conditions, and it occurred to me that double moves can be handled in one of two ways.

  1. A double move is allowed only on a Pawn's first move.
  2. A double move is allowed from any space the same player could start his Pawns on.

Has there been any ruling on which is correct? It makes a difference if a Pawn moves to another space that another of his Pawns started on by capturing a piece.


🕸Fergus Duniho wrote on Fri, May 9, 2014 04:54 PM UTC:
I found the answer on Wikipedia. It says "If a pawn captures from its starting cell in such a way that it then occupies a starting cell of another pawn, it can still make a double move."

Ben Reiniger wrote on Fri, May 9, 2014 06:57 PM UTC:
(Maybe you added it after finding an answer on wikipedia, but that pawn rule currently appears here as rule 3.)

Michel Gutierrez wrote on Sat, May 17, 2014 11:51 AM UTC:
I have updated the Glinski Chess implementation on Jocly to match rule 2. The Android and iPhone/iPad apps are still using rule 1 until the next upgrade.

Kevin Pacey wrote on Mon, Sep 19, 2016 01:44 AM UTC:Excellent ★★★★★

For my own comparison of this fine variant to the equally fine McCooey's Hexagonal Chess, see my review for the latter variant.

Decades ago I saw values given for the pieces in Glinski's (that would seem to apply to McCooey's too): P=1; B=3; N=4; R=5; Q=9. I'd add that I estimate the fighting value of K=4 approximately (though naturally it cannot be traded).


HaruN Y wrote on Thu, May 2 02:56 PM UTC:Excellent ★★★★★

Since it's the featured variant for this month.

files=11 ranks=11 promoZone=1 promoChoice=NBRQ graphicsDir=/graphics.dir/galactic/ whitePrefix=W blackPrefix=B squareSize=50 graphicsType=gif symmetry=none firstRank=1 borders=0 oddShade=#d8d4d4 coordColor=#e3e0e0 lightShade=#ddc8c8 darkShade=#c79f9f holeColor=#b96767 rimColor=#b96767 white hexarect glinski pawn:P:iifrmnF2frmFfrceW:Pawn:e1,e2,e3,e4,a5,b5,c5,d5,e5 morph=*/..........*/"/"/"/" black hexarect glinski pawn:P:iifrmnF2frmFfrceW:Pawn:,,g7,h7,i7,j7,k7,g8,g9,g10,g11 morph=*/*........../"/"/"/" hexarect knight:N:lfrbbrflNrflbfrblCrflbfrblZ:Knight:c1,a3,,k9,i11 hexarect bishop:B:flbrBrflbfrblNN:Bishop:a1,b2,c3,,i9,j10,k11 hexarect rook:R:RfrblB:Rook:d1,a4,,k8,h11 hexarect queen:Q:flbrBrflbfrblNNRfrblB:Queen:a2,,j11 hole::::g1,h1,i1,j1,k1,h2,i2,j2,k2,i3,j3,k3,j4,k4,k5,,a7,a8,b8,a9,b9,c9,a10,b10,c10,d10,a11,b11,c11,d11,e11 hexarect king:K:WFrflbfrblN:King:b1,,k10

🕸Fergus Duniho wrote on Fri, May 3 02:30 AM UTC in reply to HaruN Y from Thu May 2 02:56 PM:

Is it possible to make an Interactive Diagram use a hexagonal board?


H. G. Muller wrote on Fri, May 3 08:19 AM UTC in reply to Fergus Duniho from 02:30 AM:

Is it possible to make an Interactive Diagram use a hexagonal board?

The current standard scripts do not support that. The I.D. represents the board through a HTML table, and in theory it should be possible to create a table with a masonry-like tiling, shifting each subsequent rank by half a cell. This could be done by giving the first cell on each rank colspan 1, 2, 3, 4, ..., and all other cells colspan="2".

I have tried this, though, and it works to some extent. But for reasons that I do not grasp yet it also changes the height of the ranks in a way that I could not control.

Once the pieces are displayed on the hexagonal grid defined by the table, suppressing cell borders and coloring would allow display of a custom hexagonal board image as background.


🕸Fergus Duniho wrote on Fri, May 3 05:20 PM UTC in reply to H. G. Muller from 08:19 AM:

The I.D. represents the board through a HTML table,

Game Courier used to use HTML tables for hexagonal boards, but I gave up on this in favor of using either CSS with a board image or drawing the board image. This reminds me that I was working on getting CSS to work with a generated board image so that you could view each position of the game without reloading the page, but I haven't completed that. I think I had two different approaches and wasn't sure which one to go with. I either wanted to change how I generated the board so that the image would be perfectly symmetrical, or I wanted to modify the code to work with the asymmetrical boards I was already generating. I lost sight of what I was doing when I got caught up with other projects.

in theory it should be possible to create a table with a masonry-like tiling, shifting each subsequent rank by half a cell.

I imagine this would be easier to do with CSS grid, because, as far as I know, table columns remain vertical.

I have tried this, though, and it works to some extent. But for reasons that I do not grasp yet it also changes the height of the ranks in a way that I could not control.

Using grid would probably help you avoid this problem too. With grid, you should be able to make one column or row diagonal, though I have not yet tried using grid with hexagonal boards. My CSS code for hexagonal boards uses absolute positioning, as grid was not yet part of CSS when I wrote the code. Anyway, absolute positioning is another alternative to using tables.


H. G. Muller wrote on Fri, May 3 05:25 PM UTC in reply to Fergus Duniho from 05:20 PM:

Using grid would probably help you avoid this problem too. With grid, you should be able to make one column or row diagonal, though I have not yet tried using grid with hexagonal boards. My CSS code for hexagonal boards uses absolute positioning, as grid was not yet part of CSS when I wrote the code. Anyway, absolute positioning is another alternative to using tables.

I am not familiar with this technique, but a problem could be that it is not just about positioning the images, but also about translating mouse clicks to cell coordinates. (Which must also work for empty cells, for entering non-captures.) In the table version I have attached event handlers to the cells for this.


🕸Fergus Duniho wrote on Fri, May 3 05:43 PM UTC in reply to H. G. Muller from 05:25 PM:

I am not familiar with this technique, but a problem could be that it is not just about positioning the images, but also about translating mouse clicks to cell coordinates. (Which must also work for empty cells, for entering non-captures.) In the table version I have attached event handlers to the cells for this.

With grid, you would use a <div> tag instead of a <td> tag for each space, and you could attach event handlers to it just as easily. What I have done in Game Courier, though, is place a transparent image over each empty space, as I have attached event handlers to the piece images.


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