Knowledge

Hexapawn

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118: 111: 104: 60: 53: 46: 249:, a pawn may be moved in two different ways: it may be moved one square vertically forward, or it may capture a pawn one square diagonally ahead of it. A pawn may not be moved forward if there is a pawn in the next square. Unlike chess, the first move of a pawn may not advance it by two spaces. A player loses if they have no legal moves or one of the other player's pawns reaches the end of the board. 89: 82: 75: 257:
Whenever a player advances a pawn to the penultimate rank and attacks an opposing pawn, there is a threat to proceed to the final rank by capture. The opponent's only sensible responses, therefore, are to either capture the advanced pawn or advance the threatened one, the latter only being sensible
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in the row closest to them. The goal of each player is to either advance a pawn to the opposite end of the board or leave the other player with no legal moves, either by
200:; with perfect play, White will always lose in 3 moves (1.b2 axb2 2.cxb2 c2 3.a2 c1#). Indeed, Gardner specifically constructed it as a game with a small 234: 220: 334:
33011302110453748 1120311033224455933011302110453748 1120311033224455933011302110453748 1120311033224455933011302110453748 ...,
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when removing three objects from a heap of five or more, the player may also split the remainder into two heaps.
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where bold entries indicate the values that differ from the eventual periodic behavior of the sequence.
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removing just one object is a legal move only if the removed object is the only object in the heap, and
355: 166:. It is played on a rectangular board of variable size, for example on a 3×3 board or on a regular 407: 433: 208: 438: 262:
hexapawn with the additional rule that capturing is always compulsory, the result is the game
448: 267: 230:, which is played on a 4×4 board with 4 pawns on each side. It is a forced win for White. 282: 8: 377: 155: 186: 117: 110: 103: 59: 52: 45: 258:
in the case that there is one threatened pawn rather than two. If one restricts 3×
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on a turn, the player may remove one to three objects from a heap,
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Only 24 matchboxes are required for a hexapawn version of
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The Unexpected Hanging and Other Mathematical Diversions
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in order to demonstrate how it could be played by a
420: 20: 303:The initial position is a single heap of size 235:Matchbox Educable Noughts and Crosses Engine 221:Matchbox Educable Noughts and Crosses Engine 193:or by having all of their pieces captured. 16:Two-player game invented by Martin Gardner 285:. This means that it is equivalent to a 421: 353: 13: 14: 460: 389: 252: 116: 109: 102: 87: 80: 73: 58: 51: 44: 196:Hexapawn on the 3×3 board is a 444:Board games introduced in 1962 347: 273:Dawson's chess reduces to the 1: 398:- an article by Robert Price. 385:, by Martin Gardner, pp. 93ff 340: 7: 381:, March 1962, reprinted in 266:. The game was invented by 10: 465: 369: 356:"A Note on Dawson's Chess" 226:A variant of this game is 178:, each player begins with 240: 404:- source code included. 408:Hexapawn game for IOS 289:-like game in which: 170:. On a board of size 402:Hexapawn java applet 375:Mathematical Games, 354:Ferguson, Thomas S. 268:Thomas Rayner Dawson 378:Scientific American 213:mechanical computer 146:3x3 Hexapawn setup 429:Mathematical games 311:for this game is 283:Conway's notation 211:implemented by a 144: 143: 456: 363: 362: 360: 351: 330:1120311033224455 306: 261: 120: 113: 106: 91: 84: 77: 62: 55: 48: 21: 464: 463: 459: 458: 457: 455: 454: 453: 419: 418: 392: 372: 367: 366: 358: 352: 348: 343: 335: 314:0.1120311033224 304: 259: 255: 243: 185:, one for each 149: 148: 147: 17: 12: 11: 5: 462: 452: 451: 446: 441: 436: 434:Chess variants 431: 417: 416: 410: 405: 399: 391: 390:External links 388: 387: 386: 371: 368: 365: 364: 345: 344: 342: 339: 313: 301: 300: 297: 294: 275:impartial game 264:Dawson's chess 254: 253:Dawson's chess 251: 242: 239: 164:Martin Gardner 145: 142: 141: 139: 137: 134: 131: 128: 125: 124: 121: 114: 107: 100: 96: 95: 92: 85: 78: 71: 67: 66: 63: 56: 49: 42: 38: 37: 35: 33: 30: 27: 24: 19: 18: 15: 9: 6: 4: 3: 2: 461: 450: 447: 445: 442: 440: 439:1962 in chess 437: 435: 432: 430: 427: 426: 424: 415:- Play Online 414: 413:Play Hexapawn 411: 409: 406: 403: 400: 397: 394: 393: 384: 380: 379: 374: 373: 357: 350: 346: 338: 333: 329: 325: 322:3301130211045 321: 317: 312: 310: 298: 295: 292: 291: 290: 288: 284: 280: 276: 271: 269: 265: 250: 248: 238: 236: 231: 229: 224: 222: 218: 217:Donald Michie 214: 210: 207: 203: 199: 194: 192: 188: 184: 181: 177: 173: 169: 165: 161: 157: 156:deterministic 153: 140: 138: 135: 132: 129: 127: 126: 122: 119: 115: 112: 108: 105: 101: 98: 97: 93: 90: 86: 83: 79: 76: 72: 69: 68: 64: 61: 57: 54: 50: 47: 43: 40: 39: 36: 34: 31: 28: 25: 23: 22: 449:Solved games 382: 376: 349: 336: 331: 327: 323: 319: 315: 309:nim-sequence 302: 278: 272: 263: 256: 244: 232: 227: 225: 195: 179: 175: 171: 162:invented by 151: 150: 223:(MENACE). 198:solved game 158:two-player 423:Categories 341:References 168:chessboard 270:in 1935. 215:based on 206:heuristic 202:game tree 191:stalemate 396:Hexapawn 277:denoted 228:octopawn 152:Hexapawn 370:Sources 307:. The 245:As in 187:square 359:(PDF) 247:chess 241:Rules 183:pawns 154:is a 279:.137 160:game 287:Nim 281:in 219:'s 425:: 326:74 320:22 237:. 209:AI 361:. 332:2 328:0 324:2 318:5 316:0 305:N 260:N 180:m 176:m 174:× 172:n 136:c 133:b 130:a 123:1 99:1 94:2 70:2 65:3 41:3 32:c 29:b 26:a

Index

a3 black pawn
b3 black pawn
c3 black pawn
a2
b2
c2
a1 white pawn
b1 white pawn
c1 white pawn
deterministic
game
Martin Gardner
chessboard
pawns
square
stalemate
solved game
game tree
heuristic
AI
mechanical computer
Donald Michie
Matchbox Educable Noughts and Crosses Engine
Matchbox Educable Noughts and Crosses Engine
chess
Thomas Rayner Dawson
impartial game
Conway's notation
Nim
nim-sequence

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