Difference between revisions of "Conventions"

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(A very first draft of a page listing various conventions that people use. Todo: complete the information. Also, rewrite in a more neutral way, i.e., without preferring any convention (except maybe in a separate "recommendation" section))
 
(List of conventions used: Clarified swapping in Mohex)
 
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This page lists some proposed conventions for Hex games. These conventions concern the color of the players, who goes first, the orientation of the board, and the numbering of the positions on the board. However, unlike much older games such as Chess and Go, there are no generally agreed upon standard conventions for Hex, and different people, game sites, books, and computer programs sometimes use different conventions.
+
This page lists possible conventions for Hex games. These conventions concern the color of the players, who goes first, the orientation of the board, and the numbering of the positions on the board. Unlike much older games such as Chess and Go, there are no universally agreed upon conventions for Hex, and different people, game sites, books, and computer programs sometimes use different conventions.
  
We distinguish two different classes of conventions: ''logical'' conventions are concerned with the abstract rules of Hex, irrespectively of how the players visualize the game, whereas ''physical'' conventions relate to the specific appearance of the game board. If the game is played remotely, for example on an internet game server or over email, each player can follow their own physical convention; for example, it is quite possible for each player to choose a different orientation of the board, or even different colors for the players. However, both players should follow the same logical conventions.  
+
We distinguish ''logical'' from ''physical'' conventions. Logical conventions are concerned with the abstract rules of Hex, irrespectively of how the players visualize the game. Physical conventions relate to the specific appearance of the game board. When the game is played remotely, for example on an internet game server or over email, it is in principle possible for the two players to follow different physical conventions; for example, each player may choose their own preferred orientation of the board, or their own preferred colors for the pieces. However, both players should follow the same logical conventions.  
  
== The need for conventions ==
+
== Universal vs. local conventions ==
  
There are several aspects of a game of Hex that are basically arbitrary and do not affect game play in an essential way. This includes the orientation (rotation and reflection) of the board, the colors of the players, who goes first, which edge belongs to which player, and how (if at all) the cells on the board are numbered. The same is true for other games as well; for example, the game of Chess would not change in an essential way if the white square were in the bottom left instead of the bottom right, if black went first instead of white, if the white queen started on a black square instead of a white one, if the ranks were lettered and the files numbered instead of the other way around, and so on. Nevertheless, it is expedient if all players follow the same conventions, so that, for example, everyone understands what it means to move a pawn from d2 to d4 without requiring further explanation.
+
There are several aspects of a game of Hex that are arbitrary and do not affect game play in an essential way. This includes the orientation (rotation and reflection) of the board, the colors of the players, who goes first, which edge belongs to which player, and whether and how the cells on the board are numbered.  
 +
 
 +
The same also applies to other games; for example, the game of Chess would not change in an essential way if the white square were in the bottom left corner instead of the bottom right one, if black went first instead of white, if the white queen started on a black square instead of a white one, if the ranks were lettered and the files numbered instead of the other way around, and so on.  
 +
 
 +
In the case of established games such as Chess and Go, there are universal conventions that all players have agreed on. This has certain advantages. For example, every chess player understands what it means to move a white pawn from d2 to d4, without requiring further explanation.
 +
 
 +
In Hex, there are no universal conventions yet. Therefore, each player, book, game site, tournament, or hex program must define its own conventions. It may be desirable for a set of universal conventions to eventually crystallize.
  
 
== Logical conventions ==
 
== Logical conventions ==
  
* The pieces are of two different colors: color 1 and color 2. The player who goes first uses color 1 for their first move. (They may later switch to color 2, if the second player invokes the swap rule).
+
=== Cell naming ===
  
* Cells are described by a letter and a number. Letters can be uppercase or lowercase. The cell A1 is in an acute corner of the board.
+
Cells are arranged in a grid, with each cell named by a letter and a number. Letters can be uppercase or lowercase. The following convention seems to be nearly universally used:
  
* The edge that the cells A1, B1, C1, etc, are adjacent to, and the edge that is opposite to it, are "color 1" edges. The edge that the cells A1, A2, A3, etc are adjacent to, and the edge that is opposite to it, are "color 2" edges.
+
[[Image:Logical-Board.png|right|]]
  
* To win, the player who uses color 1 must make a connection between the two color 1 edges, and the player who uses color 2 must make a connection between the two color 2 edges.
+
'''Convention: coordinate origin'''
  
Swapping:
+
Possible values:
  
* If the second player decides to swap, then the ''players'' change colors, not the pieces on the board. For example: Player 1 plays black on g4. Player 2 swaps. The board remains unchanged, i.e., the black piece remains at g4. The coloring of the edges also remains unchanged. Right after the swap, it is therefore player 1's turn to play a white piece.
+
* '''Acute:''' The cell A1 is an an acute corner of the board.  
  
With these conventions, a game can be unambiguously described by the board size and a sequence of moves that are either the name of a cell or "S" for a swap move. For example: g4 S f7 e7 describes a game in which player 1 plays color 1 at g4, player 2 swaps, player 1 plays color 2 at f7, and player 2 plays color 1 at e7.
+
In particular, this means that the three cells A1, B1, and A2 are all adjacent to each other.
  
Note that the logical conventions are purely symbolic. They do not depend on any particular board layout.
+
For the purpose of the following exposition, it is useful to refer to the cells that share a common number as a "rank", and to the cells that share a common letter as a "file", as in Chess. For example, the 1-rank consists of the cells A1, B1, C1, etc., and the A-file consists of the cells A1, A2, A3, etc.
 +
 
 +
Note that in some games, such as Go, it is customary to omit certain letters from the alphabet, especially the letter I. This is done "to avoid confusion between I and J", and presumably dates from a time when typesetting was uncommon and people had terrible handwriting. However, in Hex, the standard 26-letter alphabet is used. If more than 26 letters are needed, alphabet numbers can be used: the next file after Z is AA, then AB, and so on.
 +
 
 +
=== Edge coloring ===
 +
 
 +
To avoid referencing specific physical attributes of the game, we will refer to the color of the first piece played in the game as "color 1", and to the other color as "color 2". One pair of opposite edges "belongs to" color 1; these are the edges that the player who is playing color 1 is trying to connect. The other pair of opposite edges belongs to color 2.
 +
 
 +
'''Convention: edge coloring'''
 +
 
 +
Possible values:
 +
 
 +
* '''Normal:''' The edge that is adjacent to the 1-rank belongs to color 1, and the edge that is adjacent to the A-file belongs to color 2.
 +
 
 +
In other words, the normal edge coloring convention states that the color 1 edges are parallel to ranks, and the color 2 edges are parallel to files. In a typical rendering of the board, the letters (naming files) are written along the color 1 edge and the numbers (naming ranks) are written along the color 2 edge.
 +
 
 +
I am not aware of anybody who has used the opposite convention. However, there are some authors who use no edge coloring convention at all.
 +
 
 +
=== Swapping ===
 +
 
 +
There are two different ways of implementing the [[swap rule]]. Which convention is chosen will affect the notation for games. It is also possible to permit both methods of swapping; then it is up to the player to decide which method to use.
 +
 
 +
'''Convention: swap method'''
 +
 
 +
Possible values:
 +
 
 +
* '''Swap sides:''' Upon playing a swap move, the board position stays the same and the players change colors.
 +
 
 +
* '''Swap pieces:''' Upon playing a swap move, the players keep their colors and the board position is mirrored (ranks and files interchanged) and the color of the pieces is inverted. For example, a black piece at A2 would be replaced by a white piece at B1.
 +
 
 +
Here is an example using the swap sides convention: Player 1 plays a black piece at g4. Player 2 swaps sides. The board state remains unchanged, and immediately after the swap, it is player 1's turn to play a white piece.
 +
 
 +
Here is an example using the swap pieces convention: Player 1 plays a black piece at g4. Player 2 swaps pieces, and replaces the black piece at g4 with a white piece at d7. Immediately after the swap, it is player 1's turn to play a black piece.
 +
 
 +
When using algebraic notation for a sequence of moves, it is important to know which swap method was used. The swap method should either be defined for the context in which it is used, or else the notation should state explicitly which method was used. For example, with the swap sides convention, the notation "g4 swap f7 e7" means player 1 plays color 1 at g4, player 2 swaps, player 1 plays color 2 at f7, and player 2 plays color 1 at e7. With the swap pieces convention, the same game would be described as "g4 swap g6 g5". Here, player 1 plays color 1 at g4, player 2 replaces this by a piece by color 2 at d7, then player 1 plays color 1 at g6 and player 2 plays color 2 at g5. It is best not to use ambiguous notation at all; the two games can then be denoted "g4 swap-sides f7 e7" and "g4 swap-pieces g6 g5".
 +
 
 +
Note that the above logical conventions are purely symbolic. They do not depend on any particular board layout.
 +
 
 +
=== Passing ===
 +
 
 +
Although passing (skipping a move) is not always considered part of the classic Hex rules, allowing it does not change the nature of the game and has certain advantages. See the page on [[passing]] for more details.
 +
 
 +
'''Convention: passing'''
 +
 
 +
Possible values:
 +
 
 +
* '''Explicit''': Players can pass and there is an explicit passing move in the game record, e.g.: "Black passed".
 +
 
 +
* '''Implicit''': There is no explicit passing move, but a player can move twice in a row (presumably when the other player allows it).
 +
 
 +
* '''None''': Moves must be strictly alternating and passing is not allowed.
  
 
== Physical conventions ==
 
== Physical conventions ==
  
Orientation of the board:
+
=== Colors ===
  
* The preferred convention for the orientation of the board is so that the cells A1, B1, A2 form a ''clockwise'' triangle in that order. In other words, if the board is rotated so that the acute corners are pointing east and west, then the northwest and southeast edges are the color 1 edges, and the northeast and southwest edges are the color 2 edges.
+
The most common color schemes are:
  
* There is no preferred convention for the rotation of the board. Indeed, players using a physical game board may freely move around the board and look at it from any angle they want. In computer hex, the most common conventions are the "diamond" shape, where the acute corners are pointing left and right, and the "flat" shape, where the color 1 edge is horizontal and the cell A1 is in the upper left corner. There is also the "flat II" shape, which is the flat shape upside down (i.e., with the opposite orientation; in this case, A1, B1, A2 form a counterclockwise triangle).
+
* Black and white.
 +
* Red and blue.
 +
* V and H.
  
Colors:
+
With each color scheme, there are two possible conventions to which color is color 1. The more common conventions seem to be "black goes first", "red goes first", and "V goes first", but the opposite conventions also exist.
  
* If the two colors are black and white, then black goes first, i.e., black is color 1 and white is color 2.  
+
=== Board orientatation ===
* If the two colors are red and blue, then red goes first, i.e., red is color 1 and blue is color 2.
+
 
* If the two colors are called V and H, then V goes first, i.e., V is color 1 and H is color 2. In that case, it is customary to orient the board so that the color 1 edges are horizontal, so that V and H must make a vertical and horizontal connection, respectively.
+
The board can be oriented in a number of different ways. It can be oriented in the ''positive'' or ''negative'' senses, and rotated to various angles.
 +
 
 +
'''Convention: board sense'''
 +
 
 +
Possible values:
 +
 
 +
* '''Positive:''' The cells A1, B1, A2 form a clockwise triangle in that order.
 +
 
 +
* '''Negative:''' The cells A1, B1, A2 form a counterclockwise triangle in that order.
 +
 
 +
The positive sense can also be described by saying that if the board is rotated so that A1 points west, then the ranks run from southwest to northeast, and the files run from northwest to southeast. This convention can also be described as "letters above numbers", because if A1 points left, the letters A,B,C marking the files appear above the numbers 1,2,3 marking the ranks.  
 +
 
 +
'''Convention: board rotation'''
 +
 
 +
There is probably no need for a preferred board rotation; indeed, players using a physical game board may freely move around the board and look at it from any angle they want.
 +
 
 +
In computer hex, the most common board rotations are:
 +
 
 +
* '''Diamond:''' the A1 corner points west, i.e., in the direction of 9 o'clock on an analog clock.
 +
 
 +
* '''Flat:''' the A1 corner points northwest, i.e., in the direction of 10 o'clock.
 +
 
 +
* '''Flat II:''' the A1 corner points southwest, i.e., in the direction of 8 o'clock.
 +
 
 +
The following table illustrates some common board layouts. Here, color 1 is shown as black and color 2 is shown as white.
 +
 
 +
{| class="wikitable" style="text-align: center"
 +
|-
 +
| [[Image:Positive-Diamond.png|250px]]
 +
 
 +
Positive diamond
 +
| [[Image:Positive-Flat.png|250px]]
 +
 
 +
Positive flat
 +
| [[Image:Positive-Flat2.png|250px]]
 +
 
 +
Positive flat II
 +
|-
 +
| [[Image:Negative-Diamond.png|250px]]
 +
 
 +
Negative diamond
 +
| [[Image:Negative-Flat.png|250px]]
 +
 
 +
Negative flat
 +
| [[Image:Negative-Flat2.png|250px]]
 +
 
 +
Negative flat II
 +
|}
  
 
== List of conventions used ==
 
== List of conventions used ==
Line 44: Line 149:
 
|-
 
|-
 
!
 
!
! Acute
+
! Origin
! Edge
+
! Edge coloring
 
! Swap
 
! Swap
! Mirror
+
! Passing
! Rotation
+
! Colors
! Black/red/V first
+
! First player
 +
! Orientation
 
|-
 
|-
 
| Browne
 
| Browne
|
+
| acute
|
+
| normal
|
+
| sides
|
+
| N/A
| diamond
+
| black/white
| (✓)
+
| black
 +
| positive diamond
 
|-
 
|-
 
| Seymour
 
| Seymour
|
+
| acute
|
+
| normal
| no
+
| pieces
|
+
| explicit in puzzles, none in book
|
+
| black/white
|
+
| black
 +
| positive diamond
 
|-
 
|-
 
| Berge
 
| Berge
|
+
| acute
 +
| normal
 
| ?
 
| ?
 +
| N/A
 +
| black/white
 +
| white
 +
| negative flat II
 +
|-
 +
| Hayward and Toft
 +
| acute
 
| ?
 
| ?
| no
+
| sides
| flat II
+
| N/A
| ?
+
| black/white
 +
| any
 +
| diamond
 
|-
 
|-
 
| Hexy
 
| Hexy
|  
+
| acute
|  
+
| normal
|  
+
| pieces
|  
+
| none
|
+
| red/blue
|
+
| red
 +
| positive diamond / positive flat / negative flat II
 
|-
 
|-
 
| Mohex
 
| Mohex
|
+
| acute
|
+
| normal
|
+
| N/A
|
+
| implicit
|
+
| black/white
|
+
| black
|-  
+
| positive flat
| TRMPH
+
|-
|
+
| HexGui
|
+
| acute
|
+
| normal
|
+
| both
|
+
| implicit
|
+
| black/white
 +
| black
 +
| any
 
|-
 
|-
 
| Board Game Arena
 
| Board Game Arena
|
+
| acute
|
+
| normal
|
+
| pieces
|
+
| explicit
|
+
| red/blue
|
+
| red
 +
| positive flat
 
|-
 
|-
 
| Little Golem
 
| Little Golem
|
+
| acute
|
+
| normal
|
+
| pieces
|
+
| none
|
+
| black/white
|
+
| black
 +
| positive flat
 
|-
 
|-
 
| igGameCenter
 
| igGameCenter
|
+
| acute
|
+
| normal
|
+
| sides
|
+
| none
|
+
| red/blue or black/white
|
+
| red or black
 +
| positive flat
 +
|-
 +
| PlayOK
 +
| acute
 +
| normal
 +
| pieces
 +
| none
 +
| black/white
 +
| black
 +
| positive flat
 +
|-
 +
| HexWorld
 +
| acute
 +
| normal
 +
| both
 +
| explicit
 +
| black/white or red/blue
 +
| black or red
 +
| any positive
 +
|-
 +
| TRMPH
 +
| acute
 +
| normal
 +
| N/A
 +
| none
 +
| black/white
 +
| black
 +
| positive flat
 +
|-j
 +
| HexWiki
 +
| acute
 +
| normal
 +
| both
 +
| N/A
 +
| red/blue
 +
| red
 +
| positive flat
 
|}
 
|}
  
Notes: Browne states that there is no universal convention for which color goes first, but uses the "black first" convention for all examples in the book.
+
Notes:  
 +
 
 +
* Browne states that there is no universal convention for which color goes first, but black goes first in all examples in the book.
 +
 
 +
* Berge states that any player can go first, but white goes first in his example games.
 +
 
 +
* TRMPH implements swapping incorrectly. It changes the color of the piece, but not its location.
 +
 
 +
* MoHex does not implement a swap-pieces move. It implements swap-sides, which it incorrectly (and confusingly) calls swap-pieces.
 +
 
 +
* BoardGameArena has an explicit passing move, but three consecutive passes are not allowed. Therefore, if a player passes, the opponent can effectively reject the pass by passing too.
 +
 
 +
[[category: Rules and Conventions]]

Latest revision as of 17:44, 4 February 2024

This page lists possible conventions for Hex games. These conventions concern the color of the players, who goes first, the orientation of the board, and the numbering of the positions on the board. Unlike much older games such as Chess and Go, there are no universally agreed upon conventions for Hex, and different people, game sites, books, and computer programs sometimes use different conventions.

We distinguish logical from physical conventions. Logical conventions are concerned with the abstract rules of Hex, irrespectively of how the players visualize the game. Physical conventions relate to the specific appearance of the game board. When the game is played remotely, for example on an internet game server or over email, it is in principle possible for the two players to follow different physical conventions; for example, each player may choose their own preferred orientation of the board, or their own preferred colors for the pieces. However, both players should follow the same logical conventions.

Universal vs. local conventions

There are several aspects of a game of Hex that are arbitrary and do not affect game play in an essential way. This includes the orientation (rotation and reflection) of the board, the colors of the players, who goes first, which edge belongs to which player, and whether and how the cells on the board are numbered.

The same also applies to other games; for example, the game of Chess would not change in an essential way if the white square were in the bottom left corner instead of the bottom right one, if black went first instead of white, if the white queen started on a black square instead of a white one, if the ranks were lettered and the files numbered instead of the other way around, and so on.

In the case of established games such as Chess and Go, there are universal conventions that all players have agreed on. This has certain advantages. For example, every chess player understands what it means to move a white pawn from d2 to d4, without requiring further explanation.

In Hex, there are no universal conventions yet. Therefore, each player, book, game site, tournament, or hex program must define its own conventions. It may be desirable for a set of universal conventions to eventually crystallize.

Logical conventions

Cell naming

Cells are arranged in a grid, with each cell named by a letter and a number. Letters can be uppercase or lowercase. The following convention seems to be nearly universally used:

Logical-Board.png

Convention: coordinate origin

Possible values:

  • Acute: The cell A1 is an an acute corner of the board.

In particular, this means that the three cells A1, B1, and A2 are all adjacent to each other.

For the purpose of the following exposition, it is useful to refer to the cells that share a common number as a "rank", and to the cells that share a common letter as a "file", as in Chess. For example, the 1-rank consists of the cells A1, B1, C1, etc., and the A-file consists of the cells A1, A2, A3, etc.

Note that in some games, such as Go, it is customary to omit certain letters from the alphabet, especially the letter I. This is done "to avoid confusion between I and J", and presumably dates from a time when typesetting was uncommon and people had terrible handwriting. However, in Hex, the standard 26-letter alphabet is used. If more than 26 letters are needed, alphabet numbers can be used: the next file after Z is AA, then AB, and so on.

Edge coloring

To avoid referencing specific physical attributes of the game, we will refer to the color of the first piece played in the game as "color 1", and to the other color as "color 2". One pair of opposite edges "belongs to" color 1; these are the edges that the player who is playing color 1 is trying to connect. The other pair of opposite edges belongs to color 2.

Convention: edge coloring

Possible values:

  • Normal: The edge that is adjacent to the 1-rank belongs to color 1, and the edge that is adjacent to the A-file belongs to color 2.

In other words, the normal edge coloring convention states that the color 1 edges are parallel to ranks, and the color 2 edges are parallel to files. In a typical rendering of the board, the letters (naming files) are written along the color 1 edge and the numbers (naming ranks) are written along the color 2 edge.

I am not aware of anybody who has used the opposite convention. However, there are some authors who use no edge coloring convention at all.

Swapping

There are two different ways of implementing the swap rule. Which convention is chosen will affect the notation for games. It is also possible to permit both methods of swapping; then it is up to the player to decide which method to use.

Convention: swap method

Possible values:

  • Swap sides: Upon playing a swap move, the board position stays the same and the players change colors.
  • Swap pieces: Upon playing a swap move, the players keep their colors and the board position is mirrored (ranks and files interchanged) and the color of the pieces is inverted. For example, a black piece at A2 would be replaced by a white piece at B1.

Here is an example using the swap sides convention: Player 1 plays a black piece at g4. Player 2 swaps sides. The board state remains unchanged, and immediately after the swap, it is player 1's turn to play a white piece.

Here is an example using the swap pieces convention: Player 1 plays a black piece at g4. Player 2 swaps pieces, and replaces the black piece at g4 with a white piece at d7. Immediately after the swap, it is player 1's turn to play a black piece.

When using algebraic notation for a sequence of moves, it is important to know which swap method was used. The swap method should either be defined for the context in which it is used, or else the notation should state explicitly which method was used. For example, with the swap sides convention, the notation "g4 swap f7 e7" means player 1 plays color 1 at g4, player 2 swaps, player 1 plays color 2 at f7, and player 2 plays color 1 at e7. With the swap pieces convention, the same game would be described as "g4 swap g6 g5". Here, player 1 plays color 1 at g4, player 2 replaces this by a piece by color 2 at d7, then player 1 plays color 1 at g6 and player 2 plays color 2 at g5. It is best not to use ambiguous notation at all; the two games can then be denoted "g4 swap-sides f7 e7" and "g4 swap-pieces g6 g5".

Note that the above logical conventions are purely symbolic. They do not depend on any particular board layout.

Passing

Although passing (skipping a move) is not always considered part of the classic Hex rules, allowing it does not change the nature of the game and has certain advantages. See the page on passing for more details.

Convention: passing

Possible values:

  • Explicit: Players can pass and there is an explicit passing move in the game record, e.g.: "Black passed".
  • Implicit: There is no explicit passing move, but a player can move twice in a row (presumably when the other player allows it).
  • None: Moves must be strictly alternating and passing is not allowed.

Physical conventions

Colors

The most common color schemes are:

  • Black and white.
  • Red and blue.
  • V and H.

With each color scheme, there are two possible conventions to which color is color 1. The more common conventions seem to be "black goes first", "red goes first", and "V goes first", but the opposite conventions also exist.

Board orientatation

The board can be oriented in a number of different ways. It can be oriented in the positive or negative senses, and rotated to various angles.

Convention: board sense

Possible values:

  • Positive: The cells A1, B1, A2 form a clockwise triangle in that order.
  • Negative: The cells A1, B1, A2 form a counterclockwise triangle in that order.

The positive sense can also be described by saying that if the board is rotated so that A1 points west, then the ranks run from southwest to northeast, and the files run from northwest to southeast. This convention can also be described as "letters above numbers", because if A1 points left, the letters A,B,C marking the files appear above the numbers 1,2,3 marking the ranks.

Convention: board rotation

There is probably no need for a preferred board rotation; indeed, players using a physical game board may freely move around the board and look at it from any angle they want.

In computer hex, the most common board rotations are:

  • Diamond: the A1 corner points west, i.e., in the direction of 9 o'clock on an analog clock.
  • Flat: the A1 corner points northwest, i.e., in the direction of 10 o'clock.
  • Flat II: the A1 corner points southwest, i.e., in the direction of 8 o'clock.

The following table illustrates some common board layouts. Here, color 1 is shown as black and color 2 is shown as white.

Positive-Diamond.png

Positive diamond

Positive-Flat.png

Positive flat

Positive-Flat2.png

Positive flat II

Negative-Diamond.png

Negative diamond

Negative-Flat.png

Negative flat

Negative-Flat2.png

Negative flat II

List of conventions used

Origin Edge coloring Swap Passing Colors First player Orientation
Browne acute normal sides N/A black/white black positive diamond
Seymour acute normal pieces explicit in puzzles, none in book black/white black positive diamond
Berge acute normal  ? N/A black/white white negative flat II
Hayward and Toft acute  ? sides N/A black/white any diamond
Hexy acute normal pieces none red/blue red positive diamond / positive flat / negative flat II
Mohex acute normal N/A implicit black/white black positive flat
HexGui acute normal both implicit black/white black any
Board Game Arena acute normal pieces explicit red/blue red positive flat
Little Golem acute normal pieces none black/white black positive flat
igGameCenter acute normal sides none red/blue or black/white red or black positive flat
PlayOK acute normal pieces none black/white black positive flat
HexWorld acute normal both explicit black/white or red/blue black or red any positive
TRMPH acute normal N/A none black/white black positive flat
HexWiki acute normal both N/A red/blue red positive flat

Notes:

  • Browne states that there is no universal convention for which color goes first, but black goes first in all examples in the book.
  • Berge states that any player can go first, but white goes first in his example games.
  • TRMPH implements swapping incorrectly. It changes the color of the piece, but not its location.
  • MoHex does not implement a swap-pieces move. It implements swap-sides, which it incorrectly (and confusingly) calls swap-pieces.
  • BoardGameArena has an explicit passing move, but three consecutive passes are not allowed. Therefore, if a player passes, the opponent can effectively reject the pass by passing too.