Difference between revisions of "Cornering"

From HexWiki
Jump to: navigation, search
(Added an example of cornering that does not result in a ladder for the opponent.)
m (typo)
Line 1: Line 1:
In a [[ladder]] situation when no [[ladder escape]] exists, the [[ladder|attacking player]] can into a [[corner]] and create a "quasi-escape piece" at the very last minute. This play is called '''cornering'''.
+
In a [[ladder]] situation when no [[ladder escape]] exists, the [[ladder|attacking player]] can [[ladder]] into a corner and create a "quasi-escape piece" at the very last minute. This play is called '''cornering'''.
  
 
Example:
 
Example:

Revision as of 13:58, 29 October 2020

In a ladder situation when no ladder escape exists, the attacking player can ladder into a corner and create a "quasi-escape piece" at the very last minute. This play is called cornering.

Example:

13524
WARNING: Unknown keyword: Bb
WARNING: Illegal character: '4'

This results in a new ladder, but now the attacking player is defending instead.

9876
WARNING: Unknown keyword: Bb
WARNING: Illegal character: '4'

Red could have also cornered earlier, resulting, for example, in a 4th row ladder for Blue.

Given enough space, the attacker can sometimes get an outcome that is better than merely turning the ladder, though not as good as a switchback. For example, starting from a 2nd row ladder, the following maneuver lets Red move towards the center, rather than parallel to Blue's edge:

51324

Blue now has several options, but all of them allow Red to connect towards the center of the board:

11910687

Note how Red's 9 is connected to the edge via a double threat at the cells marked "*". If Blue instead plays 6 on the second row, things are generally worse for Blue:

9876

Note that Red's 7 is connected to the edge via edge template IV2b.