Difference between revisions of "Ladder handling"

From HexWiki
Jump to: navigation, search
m (highlight two defined terms)
(Converted some diagrams to show only relevant board edges.)
Line 1: Line 1:
 
In a [[ladder]] situation, the players have two different roles: The player who tries to connect to the edge is called the '''attacker''', and the player who tries to prevent the other from connecting is called the '''defender'''. Here is an example where Red is the attacker and Blue is the defender, with Blue to move.
 
In a [[ladder]] situation, the players have two different roles: The player who tries to connect to the edge is called the '''attacker''', and the player who tries to prevent the other from connecting is called the '''defender'''. Here is an example where Red is the attacker and Blue is the defender, with Blue to move.
  
<hex>R4 C8 Vb2 Vc2 Vd2 Ve2 Ha3 Hb3 Hc3 Hd3</hex>
+
<hexboard size="4x8"
 +
  edges="bottom"
 +
  coords="none"
 +
  contents="R b2 c2 d2 e2 B a3 b3 c3 d3"
 +
  />
  
 
Generally the attacker has the [[initiative]]. The defender's moves are usually forced; he has to defend or else the attacker will connect.
 
Generally the attacker has the [[initiative]]. The defender's moves are usually forced; he has to defend or else the attacker will connect.
Line 9: Line 13:
 
The defender usually has two options: he can push or he can yield. The possibilities are shown in the following diagram:
 
The defender usually has two options: he can push or he can yield. The possibilities are shown in the following diagram:
  
<hex>R4 C8 Vb2 Vc2 Vd2 Ve2 Ha3 Hb3 Hc3 Hd3 Se3 Se4</hex>
+
<hexboard size="4x8"
 +
  edges="bottom"
 +
  coords="none"
 +
  contents="R b2 c2 d2 e2 B a3 b3 c3 d3 E *:e3 *:e4"
 +
  />
  
 
* '''Pushing''' means to play a move on the same row as the earlier moves.
 
* '''Pushing''' means to play a move on the same row as the earlier moves.
Line 16: Line 24:
 
It is usually best to continue pushing until the attacker does something else, but occasionally it is essential to yield in order to avoid one of Red's [[outpost]]s, as in the following diagram:
 
It is usually best to continue pushing until the attacker does something else, but occasionally it is essential to yield in order to avoid one of Red's [[outpost]]s, as in the following diagram:
  
<hex>R4 C9 Vb2 Vc2 Vd2 Ve2 Ha3 Hb3 Hc3 Hd3 Hf1 Vg1 Se3 Se4</hex>
+
<hexboard size="4x9"
 +
  edges="bottom"
 +
  coords="none"
 +
  contents="R b2 c2 d2 e2 B a3 b3 c3 d3 f1 R g1 E *:e3 *:e4"
 +
  />
  
 
If Blue pushes in this diagram, Red will be able to connect to the bottom. If Blue yields instead, Red won't be able to. It is important for Blue to yield at precisely the right moment. Had he done it one move earlier, Red would have connected to the bottom.
 
If Blue pushes in this diagram, Red will be able to connect to the bottom. If Blue yields instead, Red won't be able to. It is important for Blue to yield at precisely the right moment. Had he done it one move earlier, Red would have connected to the bottom.
Line 26: Line 38:
 
Red usually has three options: she can push, break or jump. The possibilities are shown in the following diagram:
 
Red usually has three options: she can push, break or jump. The possibilities are shown in the following diagram:
  
<hex>R5 C10 Vb3 Vc3 Vd3 Ha4 Hb4 Hc4 Hd4 Se3 Sf3 Sf2</hex>
+
<hexboard size="5x10"
 +
  edges="bottom"
 +
  coords="none"
 +
  contents="R b3 c3 d3 B a4 b4 c4 d4 E *:e3 *:f3 *:f2"
 +
  />
  
 
* '''Pushing''' means to continue with adjacent moves on the same row.
 
* '''Pushing''' means to continue with adjacent moves on the same row.
Line 34: Line 50:
 
Jumping is used when the attacker has a ladder escape but needs to get further from the edge to use it. Here is a standard example:
 
Jumping is used when the attacker has a ladder escape but needs to get further from the edge to use it. Here is a standard example:
  
<hex>R5 C10 Vb4 Vc4 Vd4 Ha5 Hb5 Hc5 Hd5 Vg1 Vh1 Sf3 Ph3</hex>
+
<hexboard size="5x10"
 +
  edges="bottom"
 +
  coords="none"
 +
  contents="R b4 c5 d6 B a5 b5 c5 d5 R g1 h1 E *:f3 +:h3"
 +
  />
  
 
Red first jumps to (*). If Blue makes the standard response, Red's next move is (+), making a [[connection]] to the bottom.
 
Red first jumps to (*). If Blue makes the standard response, Red's next move is (+), making a [[connection]] to the bottom.

Revision as of 00:36, 8 January 2023

In a ladder situation, the players have two different roles: The player who tries to connect to the edge is called the attacker, and the player who tries to prevent the other from connecting is called the defender. Here is an example where Red is the attacker and Blue is the defender, with Blue to move.

Generally the attacker has the initiative. The defender's moves are usually forced; he has to defend or else the attacker will connect.

Defending

The defender usually has two options: he can push or he can yield. The possibilities are shown in the following diagram:

  • Pushing means to play a move on the same row as the earlier moves.
  • Yielding means to allow the attacker to get one row closer to the edge.

It is usually best to continue pushing until the attacker does something else, but occasionally it is essential to yield in order to avoid one of Red's outposts, as in the following diagram:

If Blue pushes in this diagram, Red will be able to connect to the bottom. If Blue yields instead, Red won't be able to. It is important for Blue to yield at precisely the right moment. Had he done it one move earlier, Red would have connected to the bottom.

Note that in case of a 2nd row ladder, Blue's only option is to push. For 3rd row ladders, Blue's options are to push or yield. For 4rd and higher row ladders, Blue has additional options; see Theory of ladder escapes for a more detailed analysis.

Attacking

Red usually has three options: she can push, break or jump. The possibilities are shown in the following diagram:

  • Pushing means to continue with adjacent moves on the same row.
  • Pivoting or breaking means to play on the same row, but skipping one hex.
  • Jumping means to go one row further away from the edge. Note that jumping is a move similar (symmetric) to the defender´s yielding; however jumping is usually an offensive move, while yielding is very defensive, hence they have different words.

Jumping is used when the attacker has a ladder escape but needs to get further from the edge to use it. Here is a standard example:

Red first jumps to (*). If Blue makes the standard response, Red's next move is (+), making a connection to the bottom.

Examples

In the following game, Red needs a ladder escape to the bottom ladder:

abcdefghij12345678910

Red can get this by jumping to the 3rd row:

abcdefghij1234567891012

Because now i8 is a working ladder escape fork:

abcdefghij12345678910132