
		Hexafive (implementation by David GLAUDE glu@who.net)

Hexafive is a computer PBeM clone of the game Boku distributed by "The London Game Company".

	---BEGIN of DISCLAMER---

I strongly believe that by releasing this clone, I make no harm to
distributor and/or the author/inventor of the game.
I also believe that I am not in violation of any law.
I trust that if 'by email player' of this game find it interesting they will
order a physical version of the game distributed by "The London Game Company".

However, in order to avoid legal trouble I choose to use another name
for distributing this game. Obviously the game name is a trademark.
Also in this file I describe with my word the rules of the game,
that way I avoid copyright hold on the wording of the rules of the original.
This personal wording is a 'clean room' implemention since I most likely
don't remember the way the original rule book explain it.

If you are the author/distributor or legal representative and feel there is
 * an issue for me to release this code, please contact me to discuss it :
   David GLAUDE (Belgium) glu@who.net http://glu.freeservers.com
 * an issue for someone else to run this code on a PBeM server, please contact
   the owner of this server (and he will more likely stop that and seek legal
   advice)

If you know the author/distributor of the original game, feel free to
tell them about this implementation of the game. I would love to hear from
them.

Please read the COPYING file for the copyright licence of the code provided.

	---END of DISCLAMER---

Help For Hexafive

Introduction

   Welcome to the network Hexafive server. The rules of Hexafive are below.
   The Hexafive "challenge" command is described here. Other commands are
   the same for all pbmserv games.
   
   hexafive challenge [ -radius=N ] [ -pieces=M ] [ -special=1 ] userid1 userid2
	Start a new game between userid1 and userid2
	N specifies the size of one side of the playing field.
	The default size is 6.
	M specifies the number of pieces available for each player.
	The default is 10000 wich is almost infinite.

	If the option special=1, the board in use is the one of Diagram 1
	and the number of pieces available is 36.

	Using this option Hexafive is an exact clone of the game Boku,
	a game available in the shop. To please the author (Rob Nelson)
	of that game, if you like Hexafive and look for an hardware version,
	I suggest you buy a Boku board.

                         1 2 3 4 5 6 
                        / / / / / / 7
                    A- . . . . .   / 8 
                   B- . . . . . .   / 9 
                  C- . . . . . . .   / 10
                 D- . . . . . . . .   / 11
                E- . . . . . . . . .   / 
               F- . . . . . . . . . .   
                G- . . . . . . . . .   
                 H- . . . . . . . .   
                  I- . . . . . . .   
                   J- . . . . . .   
                    K- . . . . .   

                       Diagram 1

	Note that Hexafive only supports games with just two players.
	Any suggestion on rules for a three players version is welcome.

Starting:
	The game starts on an empty board. Players move in turn to place
	one stone on an empty cell. White moves first.
	The Diagram 2 display the default board setting.

                         1 2 3 4 5 6 
                        / / / / / / 7
                    A- . . . . . . / 8 
                   B- . . . . . . . / 9 
                  C- . . . . . . . . / 10
                 D- . . . . . . . . . / 11
                E- . . . . . . . . . . / 
               F- . . . . . . . . . . . 
                G- . . . . . . . . . .  
                 H- . . . . . . . . .  
                  I- . . . . . . . .  
                   J- . . . . . . .  
                    K- . . . . . .  

                       Diagram 2

Winning:
	The game is won by the first player to complete a line of five in a raw.
	There are no restrictions to the number of line or size of that/those line.
	It doesn't matter for instance whether or not a straight five
	is an ``overline'' of six or more and it doesn't matter if you make two
	line simultaniously.
	The Diagram 3 show a win for X with the last move in D2.

                         1 2 3 4 5 6 
                        / / / / / / 7
                    A- . . . . . . / 8 
                   B- . . . . . . . / 9 
                  C- . . . . . . . . / 10
                 D- .>X<. . . . . . . / 11
                E- . . X . . . . . . . / 
               F- . . . X . X . . . . . 
                G- . . . X O O O X O .  
                 H- . . . X . . . . .  
                  I- . . . O . . . .  
                   J- . . . . . . .  
                    K- . . . . . .  

                       Diagram 3
   
Capture:
	Two adjacent stones of like color are called a ``pair''. 
	If the placement of a stone results in one or more opponent's pairs
	being enclosed the custodian way (sandwiched between two enemy stones),
	only one piece of these pairs is captured and removed from the board
	in the same turn.
	After the capture the next move from the next player can not play
	in that location.

                         1 2 3 4 5 6 
                        / / / / / / 7
                    A- . . . . . . / 8 
                   B- . . . . . . . / 9 
                  C- . . . a . . . . / 10
                 D- . . . X X . . . . / 11
                E- . . .>X<O X . . . . / 
               F- . X b O X . O . . . . 
                G- . . . . . . . . . .  
                 H- . . . . . . . . .  
                  I- . . . . . . . .  
                   J- . . . . . . .  
                    K- . . . . . .  

                       Diagram 4

	On Diagram 4 a White (Ohs) move at 'a' captures only one piece out of the four
	from the two black (Eks) pairs.
	Also a White move at 'b' makes the white pair safe (for the moment),
	because pairs already enclosed cannot be captured.
	Of course White's capture of an enclosing stone may make his own pair vulnerable again.

Tie:
	When the game is played with a limited number of pieces, then a captured
	piece is given back to the original owner. This one will be able to use it
	just like any other pieces from it's stock.
	If a player is unable to play at is turn because his stock is empty,
	then the game is a draw/tie. Notice that this is only possible with
      limited supply of pieces options.

	Also if the board is full and no capture are possible, this should
	be a draw/tie too.

Move:
	There are two kind of move:
	For a move without capture where you only specify the coordinate of the hexagone
	where you want to play. Exemple 'a' from Diagram 4: "F3".
	For a move with capture you specify both coordinate separated with a comma.
	Exemple 'a' from Diagram 4: "C4,D4".

Tips:
	Try to make Line of 3 and line of 4, just like in any five in a row game.
	Try to make lines following two directions simultaniously.
	Try to avoid placing two pieces next to each other, they are prone to capture.
	Try to capture pieces that block you from finishing a five in a row.
	Try to force the opponent to place two pieces next to each other.
	Try to fine a sequence of forced move for your opponent leading to a win.

You can find more information about FiveHex at http://glu.freeservers.com/boku.htm.
Please contact glu@who.net for any bug report or information.

IMPLEMENTATION:

This code is based on 'Hexade' because it share the board same board shape.
However the logic of the game and mode of capture is unique.

David GLAUDE (glu@who.net)


