vredesschaak metapontum
Logo Metapontum 309

PLAYING THE GAME METAPONTUM

vredesschaak wijze metapontum

In this chapter you can find the following pages:


9 game variations to exercise:


vredesschaak

Game variant: The Double Hexagon

The mobile parts, mp, are arranged in the begin position of the Double Hexagon, (see diagram). They are played to the end-diagram of the Master Pi Game. On the other side lies their destination. This is an example of a beautifully 'choreographed' game with dance like movements while the initiative of the moves also playfully changes from white to black and back to white again. The imbalance in honour points is re-balanced by the 2 x 4 laureates who make 7 redemption’s (h7) and there are also 7 realisations on each side. This game makes for a smooth, even and pleasant style of co-operative playing showing often imaginative moves.

Game report The Double Hexagon

Begin position The Double Hexagon
Hexagon numbers white
Mp
Hexagon numbers black
5
Regent
61
6
Magister
62
2,34
Minister
26,58
29,32
Wise man
37,40
13,16
Templar
53,56
7,14,15,17,18,19,30,31
Pioneer
38,39,41,42,43,54,55,63

 

Game diagrams The Double Hexagon
Begin position
End position
Meester Pi-eindopstelling
Hover the ponter over the game boards to reveal the hexagon numbers

 

End position The Double Hexagon
Hexagon numbers white
Mp
Hexagon numbers black
61
Regent
5
60
Magister
4
59,62
Minister
3,6
58,63
Wise man
2,7
57,64
Templar
1,8
49,50,51,52,53,54,55,56
Pioneer
9,10,11,12,13,14,15,16

 

Game notation The Double Hexagon

Explanation of abbreviations and symbols

White    (or the lighter color)
Black    (or the darker color)
z
n hn x n hn (...)
z
n hn x n hn (...)
1
ma06 x pi38 (la1)
1
ma62 x pi30 (la1)
2
la62 x la06 (p)
2
ma30 - 60   (p)
3
ma38 - 04   (p)
3
ma60 x pi18 (la2)
4
ma04 x pi42 (la2)
4
te53 - 49
5
te13 - 09
5
la62 x pi14 (la3,r1)
6
la06 x pi54 (la3,r1)
6
la06 x la62 (p)
7
la60 - 12   (p)
7
la04 - 52   (p)
8
la12 - 04
8
la52 - 60
9
ma42 x re61
9
ma18 x re05
10
la04 x re42
10
la60 x re18
11
mi34 - 46
11
mi26 - 22
12
mi46 - 59   (r2)
12
mi22 - 03   (r2)
13
mi02 x wi40 (h1)
13
mi58 x wi32 (h1)
14
te09 x pi41 (h2)
14
te49 x pi17 (h2)
15
pi07 - 23
15
pi63 - 47
16
pi23 - 25
16
pi47 - 33
17
la06 - 07
17
la62 - 63
18
la07 x pi33 (la4)
18
la63 x pi25 (la4)
19
la33 x la07 (p)
19
la25 x la63 (p)
20
la07 x wi37 (h3)
20
la63 x wi29 (h3)
21
la25 - 12   (p)
21
la33 - 52   (p)
22
mi40 - 06   (p)
22
mi32 - 62   (p)
23
te16 - 64   (r3)
23
te56 - 08   (r3)
24
la37 - 13   (p)
24
la29 - 53   (p)
25*
mi06 x mi62 (h4,r4,s)
25*
la18 - 50   (p)
26
la42 - 10   (p)
26
te17 - 01   (r4)
27
te41 - 57   (r5)
27
la53 x pi19 (h4)
28
la13 x pi43 (h5)
28
la19 - 51   (p)
29
la43 - 11   (p)
29
la51 x pi31 (h5)
30
la11 x pi39 (h6)
30
la31 - 16   (r5)
31*
la10 - 26
31*
la50 x la26 (h6)
32
la39 - 56   (r6)
32
la26 - 10   (r6)
33
la12 x pi55 (h7,r7,s)
33
la52 x pi15 (h7,r7,s)
34*
re60 x ma61 (slz2)
34*
re04 x ma05 (slz2)

  

Remarks:

  • 25*. This move of white cannot be repeated by the ally. This causes an unbalance in honour points.
  • 31*. Black however recoups this in the 31st move and re-establishes balance; in addition the laureates end in mirror image position.
  • 34*. The key move of friendship: the final peace move of four moving parts, two sets of black an white regents and their magisters of the same colour, simulteneously exchange place.
    Both regents com on a white hexagon next to their magister.
  • The addition of the number of redemptions (h) + realisations (r) + key move = 16
    In this game variant 'The Double Hexagon':
    (h7) + (r7) + (slz2) = 16
vredesschaak wijze metapontum metapontum metapontum
Top | Nederlandse versie Metapontum Begin Homepage in English | Sitemap Updated 08-02-2008 | Next page
wijze