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  • ...other. This typically works because the opponent is inexperienced. (If the opponent were experienced, then either there shouldn't be handicap or the handicap s before trying to get the opponent to connect too strongly to the other side. (There are other things for Blu
    2 KB (372 words) - 03:58, 13 September 2021
  • ...ositions on the board, creating a narrow passage that is difficult for the opponent to break through. The board fragment shown below illustrates this concept, ...strategy, it also has its own weaknesses and can be exploited by a skilled opponent. Knowing how to both create and counter bottleneck formations is an importa
    1 KB (245 words) - 02:30, 10 May 2024
  • ...ar with particular openings. Playing an unfamiliar opening can confuse the opponent.
    9 KB (1,588 words) - 14:53, 18 November 2023
  • ...th a winner as it is impossible for one player to surround one edge of the opponent without connecting their own two edges. On the right you see an example of ...tegy of the game is to connect one's designated edges while preventing the opponent from doing the same. Detailed strategies can be found on the [[strategy]] p
    2 KB (313 words) - 14:01, 20 January 2023
  • : congratulations (to a winning opponent)
    795 B (120 words) - 23:26, 30 December 2007
  • ...h move you should attempt to either improve your weakest link or make your opponent's weakest link even weaker. A move which does both is a strong move.
    690 B (126 words) - 00:11, 17 January 2023
  • ...on only by playing a piece at either b3 or c2, and no matter which one the opponent plays, you can play the other and restore the link. For most purposes you c ...ontains some other [[threat]] that must be immediately answered. After the opponent answers the threat, you can then play in the other hex in the bridge breaki
    15 KB (2,693 words) - 23:24, 12 October 2022
  • ...ely equivalent. If you complete a connection between your sides, then your opponent is prevented from completing theirs. ...nt your opponent from making a connection and the only way to prevent your opponent from connecting is to complete your connection.
    1 KB (211 words) - 00:12, 17 January 2023
  • ...(board element)|hexes]] are occupied by the opponent's pieces (and/or the opponent's edge) in such a way that that piece has only two empty neighboring hexes
    1 KB (230 words) - 01:47, 12 September 2021
  • A '''forcing move''' is a move that makes a threat that your opponent must reply to on their next turn. Common forcing moves include playing in o In general terms, the opponent has three options when responding to a forcing move.
    6 KB (1,139 words) - 15:33, 7 October 2023
  • ...in its carrier. It therefore offers no useful [[intrusion]] points to the opponent.
    458 B (74 words) - 19:17, 28 December 2020
  • ...usly; or at least the presence of multiple threats severely constrains the opponent's options.
    3 KB (451 words) - 01:49, 18 May 2022
  • When the opponent intrudes into a template, it is often a good opportunity to look for a mini ...l, which not only reconnects the template but also [[dead cell|kills]] the opponent's piece.
    5 KB (895 words) - 02:18, 5 October 2023
  • ...adder]] by playing one hex ahead. This usually results in a ladder for the opponent. Example:
    4 KB (799 words) - 14:57, 18 November 2023
  • ...wift and unexpected defeat. It is therefore a good idea to try to deny the opponent opportunities to climb.
    14 KB (2,655 words) - 12:53, 27 April 2024
  • The idea is that when the opponent [[Intrusion|intrudes]] in the bridge by moving in one of the empty hexes be
    784 B (127 words) - 01:08, 19 July 2022
  • ...hole wall is a single [[group]]. The holes may be empty or occupied by the opponent.
    1 KB (269 words) - 22:32, 19 May 2022
  • Often a player can gain some useful territory by intruding into the opponent's templates.
    1 KB (218 words) - 22:20, 21 December 2023
  • When a piece's neighboring hexes are [[occupied hex|filled]] by the [[opponent]] such that that piece has only two empty neighboring hexes that are also [ ...l allow a piece to be [[Connection|connected]] to the [[edge]] even if the opponent has the next move. Just as the bridge is a useful connection pattern to kno
    26 KB (4,694 words) - 01:56, 18 May 2022
  • ...ent's [[intrusion]] into a player's group or template. For example, if the opponent places a stone in a key empty cell that is necessary for a player's group t ...outpost]]s that will be useful later, and for exploiting weaknesses in the opponent's position.
    1 KB (255 words) - 02:46, 23 January 2023
  • ...our blocking move has too little influence on both of your edges, then the opponent has at least two good board areas that are worth trying, one on each side.
    1 KB (257 words) - 18:35, 7 September 2023
  • ...might be to occupy at least two corners of the board, and then allow their opponent to connect to one side while blocking the other. An example of a tactic wou
    3 KB (429 words) - 00:43, 8 May 2023
  • ...ng to [[corner move|occupy corners]]. When a player places an outpost, the opponent will often try to decrease its usefulness, for example by playing a [[josek ...' column, it is very common for a [[player]] to have a [[piece]] along the opponent's [[edge]], near the acute corner. Such pieces can work as [[ladder escape]
    3 KB (465 words) - 02:51, 8 January 2023
  • ...emplate and must not be ignored. If any of these cells are occupied by the opponent, the template is no longer valid.
    3 KB (494 words) - 20:01, 19 February 2024
  • ...be a last ditch effort by a player who is losing and is desperate for the opponent to make a mistake.
    6 KB (1,124 words) - 02:36, 8 January 2023
  • ...ion|virtually connected]], meaning that they cannot be disconnected by the opponent unless the player allows it. ...ten rely on specific empty cells to maintain their connection, and when an opponent plays in one of these cells it is called an [[intrusion]]. The owner of the
    1 KB (190 words) - 23:41, 14 February 2024
  • ...a black Y, while White must create a white line. If a player achieves the opponent's objective, they lose the game. That is, if Black creates a line without a
    1 KB (259 words) - 03:28, 5 February 2023
  • ...e player is in a winning position (will win with [[optimal play]]) and the opponent plays in a hex X. Let the set A consist of all empty hexes that are members
    4 KB (645 words) - 02:14, 9 November 2023
  • My opponent, Blue played the minimax move f4. This move maintains a minimal strength co ...al group. If I try to stop the connection to the central group with e6, my opponent responds with d5 yielding the following position.
    31 KB (5,861 words) - 00:58, 9 February 2022
  • ...rule for equivalent patterns: Any area surrounded by a single chain of the opponent may be randomly filled. This happens because the outcome of the game does n
    13 KB (2,546 words) - 02:17, 9 May 2023
  • Y
    ...egion of the board touching all three sides of the triangle as well as the opponent's region. Considering the three sides as regions themselves, this gives a m ...ue for instance) let's consider the board with this pawn group replaced by opponent's pawns (blue ones). The new board has the same status as the older one as
    6 KB (1,030 words) - 22:25, 28 December 2020
  • ...as no relation to [[Hexy]]. It was released in November 2008, offers an AI opponent; the AI appears to be a custom design and hasn't been rated. As of 26 Decem
    5 KB (756 words) - 02:08, 10 February 2024
  • ...need to be part of a pair. The player then plays as follows: whenever the opponent occupies one cell of a pair, the player occupies the other. Pairing strategies can also be used in Reverse Hex to force the opponent to make a connection. See [[Reverse_Hex#Pairing_strategies|Reverse Hex]] fo
    5 KB (918 words) - 00:52, 15 February 2022
  • ...The first player's best opening move is well away from the centre and any opponent's edge.
    7 KB (1,237 words) - 17:18, 7 May 2023
  • *A player may '''not''' place a peg on the rows which belong to his or her opponent. ...r variant, often called TwixtPP: you may cross your own links but not your opponent's. Crossed links are not inherently connected to each other. In other words
    2 KB (306 words) - 18:31, 27 November 2007
  • ...ated some weaknesses in black's group. Again, my victory had to rely on my opponent's blunder.<BR>
    21 KB (3,875 words) - 14:30, 18 April 2008
  • ...d-player win'' for a player if that player has a winning strategy when her opponent gets to move next. ...onal pieces of that player's color to the board, or removing pieces of the opponent's color, yields a position that is still winning for the same player. For t
    5 KB (901 words) - 01:06, 12 September 2021
  • ...se it is what fails to maximize the probability of a true mistake from the opponent... And I'm not good at psychoanalyzing my opponents remotely...<BR> ...ing us off the beaten track early and deep into the woods against a better opponent. Still, it seemed to me that I didn't grab a clear advantage until 14.P13,
    23 KB (4,233 words) - 14:30, 18 April 2008
  • ...nt's key point is also yours.'' It is often a good idea to play where your opponent wants to play. * ''When in doubt, play elsewhere.'' You don't need to respond to your opponent's last move locally. There's often a better move elsewhere on the board.
    2 KB (285 words) - 04:31, 26 July 2021
  • ...el mini-max moves. I was the vertical player and opened with 1. a3 and my opponent responded with 1... e4 yielding the following position. ...is described in a later section). I would be happy with such a line. My opponent however played the excellent e3. This move takes away the ladder, hence fo
    6 KB (1,061 words) - 00:31, 9 February 2022
  • ...or (the "carrier" of the virtual connection), such that whatever moves the opponent makes in the carrier, it is always possible for the player to respond in th ...ng]] on the virtual connection. While it is not possible to disconnect the opponent's pieces, there can nevertheless be benefits to intruding on a virtual conn
    1 KB (223 words) - 21:09, 5 July 2020
  • ...of this is the [[useless triangle]]. If a player plays in a dead cell, the opponent does not have to respond, i.e., the situation is as if the player had passe ...cell|captured]] by the same player. Such moves can also be ignored by the opponent, i.e., they are equivalent to passing.
    3 KB (503 words) - 23:36, 28 August 2022
  • ...or (the "carrier" of the virtual connection), such that whatever moves the opponent makes in the carrier, it is always possible for the player to respond in th ...ntage, for example by stealing [[territory]]. Playing in the carrier of an opponent's virtual connection is called ''[[intrusion|intruding]]'' on the virtual c
    3 KB (517 words) - 15:25, 1 October 2023
  • ...dead empty cell. It is also never advantageous to move in a cell that the opponent can kill (i.e., turn into a dead cell) with the next move. Such a cell is c
    5 KB (925 words) - 16:30, 25 May 2023
  • ...se to apply the [[swap rule]] to Bridg-It. No matter the opening move, the opponent should always swap.
    6 KB (1,060 words) - 04:11, 30 May 2023
  • ...me tested as being almost equal whichever side you play on, and since your opponent has his choice of sides, it is critical to keep things as equal as possible ...r below, respectively, and this could also be seen as a ‘block’ of the opponent's move. Now, if the first player plays to the center and you play (block) a
    10 KB (1,993 words) - 14:36, 11 May 2023
  • ...'' is a [[virtual connection]] between the opponent's board edges that the opponent can create in a single move. The ''carrier'' of the threat is the set of ce * The mustplay region is not unique. By considering more opponent threats, a player may arrive at a smaller mustplay region.
    14 KB (2,723 words) - 01:16, 4 October 2023
  • Additionally, even if some of the corner is occupied by the opponent, a single piece at a3 can still be used as a 2nd-to-4th row switchback (but ...chback and, with enough space, as a 3rd-to-5th row switchback, even if the opponent occupies c1.
    17 KB (3,207 words) - 22:47, 18 March 2024
  • ...der template''' is a [[template]] that guarantees a connection even if the opponent starts with two moves in the template. Put another way, a second order temp ...ge of this by playing template intrusions that will later be useful to the opponent, for example as [[ladder escape]]s or to gain [[territory]]. Such moves bel
    5 KB (772 words) - 13:22, 29 May 2022
  • ...tant move. We now assume you connecting from left to right. Typically your opponent has a stone in either '''A2''', '''A3''' or '''B2''' (marked as '''1''' in ...'' in the diagram below), which usually end up with a win. However if your opponent responds with a move like '''H7''', '''F7''' or '''I6''' (marked as * in th
    15 KB (2,554 words) - 21:23, 28 December 2020
  • ...trong connection is almost solid but in some cases it is better to let the opponent break it than to defend it as described in later sections. ...and two weak connections after each other are a strong connection for the opponent.
    14 KB (2,557 words) - 20:29, 11 September 2021
  • ...e a [[Forcing moves|forcing move]] (even if the global situation means the opponent should respond elsewhere), and ...gion (rather than merely close to it), then the exchange does not help the opponent and may help the player who played the peep.
    8 KB (1,413 words) - 00:27, 16 August 2022
  • ...] where a player chooses to play in a different area of the board than the opponent's last move. The term "tenuki" is borrowed from the game of Go, where it is ...on the board and create new groups or chains while putting pressure on the opponent's existing groups.
    2 KB (309 words) - 04:06, 23 January 2023
  • ...mini-max rule]]). Hence, playing joseki often [[Forcing moves|forces]] the opponent to keep playing locally. Knowing josekis narrows down the number of options ...to make sure that one gets the [[initiative]] back to play joseki. If the opponent can make [[Forcing moves|forcing]] moves in other areas of the board then a
    10 KB (1,802 words) - 20:09, 9 March 2024
  • However, your opponent is not likely to let you march across the board, connection even if the opponent moves first, regardless of what the
    15 KB (2,732 words) - 19:08, 28 December 2020
  • ...ree consecutive passes are not allowed. Therefore, if a player passes, the opponent can effectively reject the pass by passing too.
    11 KB (1,867 words) - 17:44, 4 February 2024
  • ...onent in the area, the player has a counter-strategy that kills all of the opponent's pieces in that area. ...advantageous for a player to move in an area that has been captured by the opponent. A captured area may as well be assumed to have been filled with the captur
    10 KB (1,893 words) - 23:42, 14 February 2024
  • ...'''template intrusion''', which is a move inside the carrier of one of the opponent's [[templates]]. ...ding into a template does not actually disconnect the opponent (unless the opponent [[tenuki|declines]] to defend the template). Nevertheless, a well-played in
    6 KB (1,101 words) - 21:03, 1 October 2023
  • ...e player achieves a [[virtual connection]] between their two edges and the opponent (1) has noticed the virtual connection, and (2) is reasonably sure that the ...e them prove their win. In fact, it can be frustrating for a player if the opponent resigns and the player does not know why.
    3 KB (581 words) - 21:41, 28 December 2020
  • ...istake; and a player who makes a losing move may still win the game if the opponent later makes a mistake. ...g on in other regions of the board, which may be partly or fully under the opponent's control. If a player must choose between one of several potentially desir
    3 KB (470 words) - 23:15, 28 August 2022
  • ...se to pass as a way of demonstrating the strength of their position to the opponent. In a friendly or teaching game, this can have a pedagogical value by illus
    8 KB (1,507 words) - 21:23, 5 November 2021
  • ...t likely that they have ever played against each other or against a common opponent. Moreover, players' strength changes over time. However, the statement "pla To explain how the method works, consider a player X playing against an opponent Y. Let us assume that initially, X's Elo rating is 100 points higher than t
    8 KB (1,386 words) - 23:33, 10 November 2022
  • ...that carries little cost or risk, but takes away some opportunity from the opponent, it is ''untidy'' not to make the move. Making such a move is also called '
    3 KB (510 words) - 03:21, 16 June 2021
  • Intruding into the flank's bridges does not help the opponent. The flank still works even if all the bridges have been filled in:
    17 KB (3,144 words) - 05:31, 1 December 2022
  • ''Blocking'' means to prevent the opponent from connecting, and is one of the basic Hex skills. ...all circumstances. Adjacent blocks almost never work on their own, as the opponent can just walk around them. Consider what happens when Blue keeps playing ad
    3 KB (582 words) - 01:53, 9 September 2021
  • ...il" that point. Typically this means that after the player occupies B, the opponent can still choose whether to let the player connect A or B to the edge.
    9 KB (1,667 words) - 08:02, 1 March 2024
  • When a player goes over time, the game may continue, but at some point the opponent gets the opportunity to kick the player out. ...move. Three consecutive passes are not allowed, so if a player passes, the opponent can effectively reject the pass by passing themselves, forcing the player t
    4 KB (629 words) - 04:08, 20 December 2023
  • ...ffer the best compromise between connecting to the near edge, blocking the opponent, and offering chances to connect to the far edge. ...ves, the opponent is well-advised to not just cede the corner. Rather, the opponent should defend the corner, in an effort to minimize the player's advantage i
    4 KB (832 words) - 21:01, 1 May 2024
  • ...layer with the initiative is often able to play [[forcing move]]s that the opponent must answer, and can thereby ''keep'' the initiative, possibly for many mov ...be decisive. A player should generally not hand over the initiative to the opponent, unless there is a very good reason for doing so. In well-played close matc
    2 KB (352 words) - 02:22, 9 May 2024
  • ...often ends up escaping the ladder anyway. This usually happens because the opponent must play extremely precisely in order to prevent the ladder from escaping,
    7 KB (1,441 words) - 10:27, 25 November 2023
  • ...ithout changing the game situation. This strategy is risky, though, as the opponent could potentially find a better response.
    961 B (170 words) - 23:32, 28 August 2022
  • ...s probably on the winning side, and it's recommended that you swap if your opponent opens with a4. It serves as 2nd-to-4th row and 3rd-to-5th row [[switchback] ...es;11 any of these central moves should be easily winning against an equal opponent.
    11 KB (2,022 words) - 14:15, 22 October 2022
  • ...yer to postpone the loss as long as possible (for example, hoping that the opponent will make a mistake).
    7 KB (1,138 words) - 03:24, 1 December 2022
  • ...bout what is going on on the rest of the board. By playing a question, the opponent can sometimes force them to make the choice earlier than they would have li
    6 KB (1,073 words) - 16:05, 27 November 2022
  • ...move|corner moves]] are still good moves, playing near the middle of your opponent's 4th to 6th rows is often just as good. This starts to become true for boa ...hing the ladder. Often, it's best for the defender to jump, allowing their opponent to connect in exchange for territory. Here is an illustrative example, wher
    31 KB (5,546 words) - 14:54, 18 November 2023
  • ...t can often intrude for useful territory, and sometimes the territory your opponent gains is more useful than what you gain by minimaxing. It's a difficult ski ...d (*). Many players think it's too naive/obvious to be good, or that their opponent must be setting up a trap, but it's much more common that a player fails to
    21 KB (3,605 words) - 16:08, 14 January 2024
  • ...play|theoretically losing]], but continues the game in the hopes that the opponent will make a mistake. This typically happens when the winning player is less ...the stronger player is losing at the start of the game, but hopes that the opponent will make enough mistakes to tilt the game in the stronger player's favor.
    5 KB (818 words) - 02:58, 2 October 2023
  • ...difications have not been made and following the same strategy. Should the opponent move in a cell that is empty but that Red pretended to contain a blue stone
    2 KB (302 words) - 02:21, 26 April 2024

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