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The geometry is the fundamental base of this game, at the end a relation was established among its 96 spaces, its geometry, its angles, and the totality of the 48 members that move among it. Granting every piece a specific value and giving every piece category a specific activity to perform within the hexagonal territory, which is the life source and the activity of the present Project.
As aforementioned, geometry is the fundamental base of this game, the movements of the diverse pieces is developed in triangular and equilateral spaces, so with 3 angles of 60º each, for a total de 180º per triangle. This 180º are multiplied by 96 that are the spaces that the hexagon has and the result is divided into 48 which corresponds to the number of pieces that act within the hexagon; obtaining 360º, that equally distributed would come to be the value of the 48 pieces that perform within the hexagonal board.
3 X 60º X 96 / 48 = 360º
The activity developed in the hexagon, is the one that the logic of its geometry permits.
The representative value of every kingdom is 180º, which is the sum of the value of each and every one of the members of their kingdom. Excepting this one and its king, the members of the left side have the same value as those on the right side of the hexagon.
These values are estimated in an ascending form according to the proximity or closeness of each member to its kingdom, so in each half of the hexagon, each member of this half possesses a different amount, and this will reflect in an identical way on the other side of the hexagon. The aforementioned implies that the actions that lead to the loss of any of the pieces which are part of the different kingdoms will have a directly affect in a deteriorating physical configuration of its respective kingdom.
Depending on the position of each one of the members of the kingdom within the hexagon, so will be its corresponding value, rank and social status, beginning with the furthest ones to the closest ones.
In this game the real value is not the same given for purposes of tournaments or championships etc., for this reason we will give its real value as the ones used for this purposes.
|
Pieces |
Its value is of |
Sum in degrees |
Total in degrees | |
Squires |
2, 3 y 4 |
9º |
18º | |
Archers |
5, 6, 7 y 8 |
26º |
52º | |
Monks |
9 |
9º
|
18º | |
Wizards |
1 |
10º |
20º | |
Princes |
11 |
11º |
22º | |
Princesses |
12 |
12º |
24º | |
King |
26 |
26º |
26º | |
Kingdom |
180 |
180º |
180º | |
|
360º |
He who wins the game gains (3) three points and he who matches the game gains (1) point. The value of the pieces for game effects is established on credits, which Hill be displayed in the following way.
|
Pieces |
Individual Value on credits |
Quantity of pieces per kingdom |
Total of credits according to the type of piece | |
Squires | 1/2
|
6 |
3 | |
Archers |
1 |
8 |
8 | |
Monks |
2 |
2 |
4 | |
Wizards |
5 |
2 |
10 | |
Princes |
4 |
2 |
8 | |
Princesses |
3 |
2 |
6 | |
King |
11 |
1 |
11 | |
Kingdom |
-- |
1 |
-- | |
-- |
50 |
The sum is established in the addition of the pieces possessed at the beginning, but this value of the pieces plus the value of the pieces captured, minus the value of the lost pieces. This value is always accumulative, so each 200 credits each player will obtain a point (1). Plus the result of the game, which in case of being won, the winner will obtain (3) three additional points, or in the case of a match the winner will obtain (1) point.
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