Fun School 2: For the Under-6s
DOSEducational
How it plays
The game is viewed from above on a hexagonal grid. Players take turns selecting one of their pieces and moving it to an adjacent empty space or jumping it farther to an available space, according to the game's movement rules. A neighboring move creates a new piece, while a jump relocates the original piece.
After a move, opposing pieces next to the destination can change color. The objective is to control more spaces than the opponent when no useful moves remain or the board is filled. Progression is match-based rather than campaign-based; the main challenge comes from increasingly careful positioning and, where available, computer opponents.
Plan your run
Early moves should expand your presence without isolating pieces. Cloning into a nearby space increases your count, but a jump may be preferable when preserving a strategically important piece or reaching a strong edge position.
Look at the spaces that will be adjacent to your destination after the move, not only at the immediate gain. Avoid giving the opponent a cluster of easy captures, and protect mobility: a position with several legal moves is usually safer than a larger but cramped group. On crowded boards, calculate the likely reply before committing.
Before you begin
Count the opponent's possible captures before making a move.
Use jumps to escape crowded areas and preserve future mobility.
Hexxagon is a turn-based strategy puzzle game for DOS, developed by Argo Games. It places two opposing colors on a small hexagonal board and challenges players to capture territory by cloning or jumping pieces. The rules are related to Reversi and Ataxx, but the board shape and movement distances give the game its own tactical character. Matches are compact and easy to understand, yet individual moves can quickly change control of the board. The DOS release is remembered as a straightforward computer adaptation of a territory-capture board game, with its appeal centered on planning, local positioning, and anticipating an opponent rather than on story or action.
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