The Tile game.
Come play, come play, the captain's game.
Seven hexagons, arranged on a hexagon board. Nearly a hundred pieces, some singles, some 6s, some 4s and a whole lot of zeros. But only one captain.
The tile game is a game often arranged while travelling between ports in Oceanus, though its roots are much older than that. Like the reader's Go, the tile game is a lesson in piece placement. with paths inside and around the hexagons, the object in the microscopic is to have your points within a hexagon add up to a multiple of 6.
Simple moves
Three move types are allowed within the tile game - slide, hop and place.
The easiest is a place. In this way, a player takes one of the pieces of their own color and places it upon an empty space on the board. You may use any worth of piece for this action, but you have limited number of your own pieces for this action, with most of them 0s or 1s. Mostly 0s. Placing a piece between 3 or more enemy pieces has that piece taken and replaced with an enemy piece of the same value - your piece returned to your hand. (This is known colloquially as a burn)
A slide moves a piece any number of spaces through empty spaces only. If the end place provides an enemy piece surrounded on 3 sides, or straight line path by 2 sides, a take is performed here.
A hop sacrifices your turn, to move over an enemy piece into an empty slot. Here the piece is replaced by a 0 worth piece from the neutral pile. Said neutral piece is marked as yours and may upgrade from the neutral stack.
Advanced moves
In addition to the burn, and the take, several other move types are allowed.
The merge happens when a slide moves a piece into another piece of the same worth - in this case the piece upgrades to the worth of the next highest piece (from your own pile if they are both your color, from the neutral pile if at least one is neutral). While this can leave a formation exposed, it is one of the few ways of upgrading worth of pieces. A council merge happens when a 4 worth piece is surrounded by 3 of the 1 worth pieces, the four pieces leaving the board to be replaced with a 6 worth piece.
The Captain
While winning concentrates on the hexagons, the captain is looking for a formation (a group of edge connected pieces) adding up to 36. When this is FIRST achieved the formation is replaced with a captain. A captain is worth 36 and cannot be taken. There is only one captain in the game. If a hop is performed on the captain, the enemy instead moves the captain to an empty space of the enemy's choosing.
Scoring
Once all moves are made(or an agreed upon end time is chosen) the points within each hexagon are calculated. The 'win' on each hexagon is the person who has the most points, but they may only count the win towards the tally if their points add up to a multiple of 6. The true winner is the person with the highest tally.
I would love some diagrams so that I could visualise the moves more easily. Sounds like a really fun concept for a game.
Explore Etrea | March of 31 Tales