Hex · Variant 6 of 8

Y

triangular hexBoard 2Players

Y

Invented by Claude Shannon and Craige Schensted in the 1950s. Played on a triangular board of hexagonal cells. Two players alternate placing stones. The first player to form a connected group touching all three edges of the triangle wins.

Board

A triangular grid of hexagonal cells. Standard sizes range from side-length 9 to 15. Each edge of the triangle is one “side” — there are three sides total.

Corner cells touch two edges simultaneously.

Setup

The board starts empty. Black plays first.

Rules

  1. Players alternate placing one stone of their colour on any empty cell
  2. Stones never move or are captured once placed
  3. The first player to form a single connected group of their stones that touches all three edges wins
  4. The swap rule applies: after Black’s first move, White may choose to swap colours instead of placing a stone

Key Differences from Hex

Concept Hex Y
Board shape Rhombus/parallelogram Equilateral triangle
Edges 4 (2 per player) 3 (shared)
Win condition Connect YOUR 2 opposite edges Connect ALL 3 edges
Corner ownership Corners belong to one player’s edges Corners touch 2 edges (valuable)
Draw possibility Impossible (Hex property) Impossible (same topological guarantee)

Why This Tests the Engine

Y generalises the connection-win mechanic from “2 edges, each owned by a player” to “3 edges, first to touch all three”. The engine’s hasPath() traversal needs to detect multi-target connectivity — not just “does a path exist from edge A to edge B” but “does a single group touch edges A AND B AND C”.

The topology must support a triangular hex grid (not just hexagonal or rhombus). The win-detection rule must be parametric over edge count, not hardcoded to 2.