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Danish mathematician Piet Hein invented Hex in 1942 at the Niels Bohr Institute, and John Nash independently rediscovered it at Princeton in 1948. Two players place stones on a rhombus-shaped board of hexagonal cells, each trying to connect their two opposite sides before the opponent connects the other pair. The game cannot end in a draw, a fact Nash proved using topology. Hex trains planning, pattern recognition, and threat evaluation. Place your first stone and build a chain across the board.
You place a stone at cell A, and your opponent blocks at an adjacent cell. You place your next stone two cells away in a bridge pattern. Two empty cells now connect your stones, and the opponent cannot sever the link in a single move.
Your chain reaches the center with two open paths to your edge. The opponent blocks one, but you complete the other on the next turn. Two threats on a single move guarantee the win.
The opponent extends a chain toward their edge. You place a stone directly in the gap, forcing them to reroute. Your block costs them three extra moves and opens a counter-threat along the diagonal.
Play Hex online for free on Clasica Games. Place stones by clicking empty cells, watch connections highlight in real time, and challenge the computer at multiple difficulty levels. The interface traces potential paths so you can spot threats instantly. No download or account needed. Open a board and place your first stone.
| Version | Difficulty | Players | Typical Time |
|---|---|---|---|
| 7x7 | Beginner | 2 | 5 to 15 min |
| 11x11 | Intermediate | 2 | 15 to 40 min |
| 13x13 | Advanced | 2 | 30 to 60 min |
The board topology guarantees a winner. When the board is full, either one player has connected their two sides or the other has. It is mathematically impossible for both sides to be fully blocked at once, so draws cannot occur.
The swap rule lets the second player steal the first player's opening move instead of placing their own stone. It exists because the first player has a theoretical winning advantage on symmetric boards, and the swap rule discourages overly strong opening placements.
A bridge is a pattern of two stones separated by two empty cells in a specific diagonal arrangement. The owner can always complete the connection on the next move regardless of the opponent's response, making bridges effectively unbreakable.
Hex is solved for boards up to 9x9, where the first player has a proven winning strategy. For 11x11 and larger, no complete solution exists, though strong AI players like MoHex consistently beat human experts.
Hex distills connection strategy into a clean, draw-free contest. Claim the center, build bridges, create double threats, and link your sides before the opponent links theirs. Open a free board and place your first stone.
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