DescriptionTHIS GAME IS DESIGNED FOR USE WITH MICROSOFT INTERNET EXPLORER. OTHER BROWSERS ARE *NOT* SUPPORTED. Hexem was a simple game, but Hexem II is even simpler. The winner is the first player to have a continuous path of hexes across the board from East to West. The game ends when this happens, or when I become convinced that it will never happen. Players are encouraged to coordinate their activities by email. Public proclamations like insults, challenges and manifestoes are very much a part of the game. The board consists of hexes and gaps arranged in a honeycomb pattern. There is no wrapping round in either direction, so edge hexes have fewer neighbours than middle hexes. Each hex is coloured according to the player that owns it, and labelled with the number of combat units it contains. There is only one command: "muster". So you only have to specify the hexes to muster and the computer does the rest. Moreover, there is no tedious typing: you just click on the hexes you want. There is no limit to the number of hexes you may muster in one turn. (But you may not muster the same hex twice in one turn.) However, the more musters you make, the later they will be executed. This makes it more likely that your opponent's forces will already have moved, with unfortunate results. When a muster is executed, every neighbouring hex you own will send half its units to the specified hex. If that hex is yours at the moment of muster, that's all that happens. However, if the hex contains units belonging to another player, your mustered units must fight the defending units there. If there are at least three attacking units for every defending unit, all defending units are destroyed and the attacker moves in. If not, all attacking units are destroyed. A unit may be mustered many times and may fight many battles in a single turn. Clever mustering can build up a large army and use it in the same turn.
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Greg Lindahl