Hexattack
(Although this post looks daunting at first, it is mainly pictures, and should only take a few minutes to read.)
This was a game we played, note there may have been rule changes since this match, also, this was a special setup, not all games are like this.

Hexattack is a game of prediction and teamwork, you control a great warrior (Or warriors), represented by a coloured hex on the battlefield, you, in co-operation with your allies, must defeat the other team and take over the battlefield, there are two ways to play, depending on how many players join, but the basic rules remain the same.
BASIC RULES
(There are a few rules, but you'll pick it up very fast)
Spoiler:
You control a warrior or multiple warriors, each turn you will Pm me the actions you wish to carry out, For instance: ATTACK UP, or DEFEND DOWN-RIGHT, you may only perform ONE ACTION PER WARRIOR A TURN.
Once I have received everyone's Pm's, I will activate all you moves at THE SAME TIME, there is no turn taking here. This means that a lot of the game will boil down to trying to guess your opponents next actions. “Should I attack him? Or are the greens going to attack me? If they are, I should block, But what if they are too busy defending against to yellows...” And so on, basically, it could very well rip your head to smithereens.
Warriors are represented by dark filled hexes:

Places where warriors WERE LAST TURN are represented by filling ALL AVAILABLE BORDERS WITH THAT HEXES COLOR.
The green hex moves:

The green hex is destroyed by the red hex:

I would like to point out here that to remove iffiulty with the rules I perform all moves in the following order.
Grab
Defend
Attack
Move
Push
That means I carry out ALL THE GRAB MOVES, by ALL THE PLAYERS, ALL AT ONCE. Followed by all the defends, than all the attacks, etc etc. This will come in very useful later on.
There are 5 different moves, the first I will cover is the ATTACK MOVE.
Once I have received everyone's Pm's, I will activate all you moves at THE SAME TIME, there is no turn taking here. This means that a lot of the game will boil down to trying to guess your opponents next actions. “Should I attack him? Or are the greens going to attack me? If they are, I should block, But what if they are too busy defending against to yellows...” And so on, basically, it could very well rip your head to smithereens.
Warriors are represented by dark filled hexes:

Places where warriors WERE LAST TURN are represented by filling ALL AVAILABLE BORDERS WITH THAT HEXES COLOR.
The green hex moves:

The green hex is destroyed by the red hex:

I would like to point out here that to remove iffiulty with the rules I perform all moves in the following order.
Grab
Defend
Attack
Move
Push
That means I carry out ALL THE GRAB MOVES, by ALL THE PLAYERS, ALL AT ONCE. Followed by all the defends, than all the attacks, etc etc. This will come in very useful later on.
There are 5 different moves, the first I will cover is the ATTACK MOVE.
Attacking
Spoiler:
The attack move, if successful will destroy the warrior at the hex, if there is no warrior at the targeted hex nothing happens. It is represented on the board by FILING IN THE BORDER THAT MATCHES THE DIRECTION OF THE ATTACK, RED.
Attacking down-right, destroying the yellow warrior:

As stated before, attacking counts a a move, and you can make one move a turn, therefore, you cannot attack two hexes with one warrior in one turn.
IF TWO HEXES ATTACK EACH OTHER, THE ATTACKS BOUNCE OFF AND NEITHER IS DESTROYED.

Now, attacking would be boring if there wasn't a way to defend yourself, right?
Attacking down-right, destroying the yellow warrior:

As stated before, attacking counts a a move, and you can make one move a turn, therefore, you cannot attack two hexes with one warrior in one turn.
IF TWO HEXES ATTACK EACH OTHER, THE ATTACKS BOUNCE OFF AND NEITHER IS DESTROYED.

Now, attacking would be boring if there wasn't a way to defend yourself, right?
Defending
Spoiler:
Another move you can do is called defence, defending prevents any future moves carried out that turn that could directly affect the hex (By moving it, destroying it, or directly preventing it from being moved or destroyed) from working. Provided they are coming from the direction the defence is aimed, or the direction directly clockwise or anticlockwise to the direction it is aimed. This is a pretty freakin’ complicated definition, but for now we can just say that defence blocks any attacks coming in from the direction it is aimed and the two directions to either side. Like this:

(As you can see defence is shown by shading borders blue)
However, in this scenario, an attack from down, down-right, or up-right would have killed the warrior.
Not that this move was done by blocking up left, not by blocking up or down left. Blocking up left also blocks from up and down left as well.
I hope you understand that this move is impossible to perform.


(As you can see defence is shown by shading borders blue)
However, in this scenario, an attack from down, down-right, or up-right would have killed the warrior.
Not that this move was done by blocking up left, not by blocking up or down left. Blocking up left also blocks from up and down left as well.
I hope you understand that this move is impossible to perform.

Moving
Spoiler:
It would get seriously boring if your warriors couldn't move. Well, you can also order your unit or units to move into adjacent Hexes, with the MOVE command.
The yellow warrior moves Down-right

If two hexes warriors attempt to move into the same hex neither of them move.

Two warriors may not directly change places.

HOWEVER three or more warriors may ROTATE places provided no two warriors directly swap.

It IS POSSIBLE to move into a hex that was previously occupied by a warrior who was killed, OR move into a hex that was occupied by a warrior who moved out of the hex DURING THE SAME TURN.


However, in the above example if the first hex gets interrupted for some reason and CANNOT move. None of the ones behind it can move either (Think of it as cars getting caught in a jam.)

The yellow warrior moves Down-right

If two hexes warriors attempt to move into the same hex neither of them move.

Two warriors may not directly change places.

HOWEVER three or more warriors may ROTATE places provided no two warriors directly swap.

It IS POSSIBLE to move into a hex that was previously occupied by a warrior who was killed, OR move into a hex that was occupied by a warrior who moved out of the hex DURING THE SAME TURN.


However, in the above example if the first hex gets interrupted for some reason and CANNOT move. None of the ones behind it can move either (Think of it as cars getting caught in a jam.)

Grabbing
Spoiler:
This move exists primarily to stop players from cowering in the corners of the map continually blocking. It is also the only move with a set range of 2. If the hex the grab move is performed on is free, the next hex in that direction is instead effected (if it contains a warrior that is).
The grab move brings the hit warrior one hex closer to you.

Here the attack is out of range.

If a warrior is grabbed by two or more hexes at once it does not move.

To remove complications we think of the grab move as a two part process. First is selection. In which we find the warriors being targeted by the grab move (By finding the closest warrior within 2 hexes of all units performing the grab command. And discluding warriors that are being grabbed by more than one unit), second is the movement, where we move the targeted hexes using the usual move command toward the origin of their grabs. These are a few of the results of that
A warrior still counts as being “grabbed” even if they cannot move any closer to the performer of the action. All this really does is mean that in this scenario the green hex counts as being grabbed by two people and therefore does not move.

Also note that a warrior cannot be grabbed and pulled into the way of another grab, and then be pulled by that grab. So the green hex is not then grabbed by the blue hex in this scenario.

You can still perform a grab even if you are grabbed yourself:

To have a good example of how all these come into play, take this tricky scenario.

Let's first do the selection stage, if we determine which hexes are going to move and where, we get this:

Now we can try to move those hexes, and this is what we get:

Take out the moves and put back in the grabs and we get this:

Also, note that a grab cannot be blocked by the defend command, as it happens before the defend command in the turn order, and the defend command only blocks moves that happen after it in the turn.
The grab move brings the hit warrior one hex closer to you.

Here the attack is out of range.

If a warrior is grabbed by two or more hexes at once it does not move.

To remove complications we think of the grab move as a two part process. First is selection. In which we find the warriors being targeted by the grab move (By finding the closest warrior within 2 hexes of all units performing the grab command. And discluding warriors that are being grabbed by more than one unit), second is the movement, where we move the targeted hexes using the usual move command toward the origin of their grabs. These are a few of the results of that
A warrior still counts as being “grabbed” even if they cannot move any closer to the performer of the action. All this really does is mean that in this scenario the green hex counts as being grabbed by two people and therefore does not move.

Also note that a warrior cannot be grabbed and pulled into the way of another grab, and then be pulled by that grab. So the green hex is not then grabbed by the blue hex in this scenario.

You can still perform a grab even if you are grabbed yourself:

To have a good example of how all these come into play, take this tricky scenario.

Let's first do the selection stage, if we determine which hexes are going to move and where, we get this:

Now we can try to move those hexes, and this is what we get:

Take out the moves and put back in the grabs and we get this:

Also, note that a grab cannot be blocked by the defend command, as it happens before the defend command in the turn order, and the defend command only blocks moves that happen after it in the turn.
And finally, Pushing
Spoiler:
When it comes to the point of the turn where all the push commands are activated, I freeze time (effectively) I then create a green ball at each warrior who is using Push. That ball will move in the direction specified as if it were continually using the move function.
If the ball collides with a player and that ball IS NOT CARRYING ANOTHER PLAYER that player gets picked up and carried by it until neither the ball nor the player can move anymore.
If a ball collides with another ball both balls are destroyed, if one or more of those balls were holding a player the player(s) are dropped and left in their new location.
If a ball collides with a player and it IS carrying another player already, the ball is destroyed and the player it is carrying is dropped in its new location.
ALL BALLS AND PICKED UP PLAYERS MOVE SIMULTANEOUSLY AND AT THE SAME SPEED. Once no more balls and players can be moved, the Push turn ends.
Here are some examples of how it works, note that this all happen within a single turn.


Here are some effects of the rules stated above:
If a warrior is the target of two or more pulses it will be affected by the one closest to it and the other pulses or pulse will pass by unaffected.

If two or more or the pulses are of equal distance, then he does not move, even if there seems to be a plausible way out of it.

Also, A push move can be blocked. In this case you do not move.

If the ball collides with a player and that ball IS NOT CARRYING ANOTHER PLAYER that player gets picked up and carried by it until neither the ball nor the player can move anymore.
If a ball collides with another ball both balls are destroyed, if one or more of those balls were holding a player the player(s) are dropped and left in their new location.
If a ball collides with a player and it IS carrying another player already, the ball is destroyed and the player it is carrying is dropped in its new location.
ALL BALLS AND PICKED UP PLAYERS MOVE SIMULTANEOUSLY AND AT THE SAME SPEED. Once no more balls and players can be moved, the Push turn ends.
Here are some examples of how it works, note that this all happen within a single turn.


Here are some effects of the rules stated above:
If a warrior is the target of two or more pulses it will be affected by the one closest to it and the other pulses or pulse will pass by unaffected.

If two or more or the pulses are of equal distance, then he does not move, even if there seems to be a plausible way out of it.

Also, A push move can be blocked. In this case you do not move.

The moves in combination
Spoiler:
You may remember me saying that the moves were carried out in the following order.
Grab
- Selection of units to grab
- moving of selected units
Defend
Attack
Move
Push
This means I carry out all the grab orders, then the defend orders, followed by all the attack orders, then all the move orders and then all the Push orders. This removes a lot of problems. For instance, it is impossible to move away from an attack, as all attacks are performed before move actions. The only way to survive being attacked is to block that attack. However, because move actions come after attacks, it is possible to move into a hex that is under attack and survive.

Also, because Push is performed last, both of these moves are possible.
Moving out of the way of as pulse.

Attacking and killing a warrior while being hit by a pulse.

Also, because grab is performed first, these moves are possible.
Using a grab to move a single warrior 2 hexes in one turn,

Attacking and killing the hex attempting a grab on you.

Using a grab to pull a warrior out of combat.

Also, killed warriors still carry out their actions, so if you use a push command that order will happen even if you are killed in the process, it also makes this funky move collection possible.

However, you may say that the “actions still carried out after you die” rule directly contradicts the rule that you cannot run away from an attack and survive. Well think of it this way, you are killed by the attack so no matter where you move you will only be moving a dead body, therefore your unit is removed and the outline represents where it was last turn
Grab
- Selection of units to grab
- moving of selected units
Defend
Attack
Move
Push
This means I carry out all the grab orders, then the defend orders, followed by all the attack orders, then all the move orders and then all the Push orders. This removes a lot of problems. For instance, it is impossible to move away from an attack, as all attacks are performed before move actions. The only way to survive being attacked is to block that attack. However, because move actions come after attacks, it is possible to move into a hex that is under attack and survive.

Also, because Push is performed last, both of these moves are possible.
Moving out of the way of as pulse.

Attacking and killing a warrior while being hit by a pulse.

Also, because grab is performed first, these moves are possible.
Using a grab to move a single warrior 2 hexes in one turn,

Attacking and killing the hex attempting a grab on you.

Using a grab to pull a warrior out of combat.

Also, killed warriors still carry out their actions, so if you use a push command that order will happen even if you are killed in the process, it also makes this funky move collection possible.

However, you may say that the “actions still carried out after you die” rule directly contradicts the rule that you cannot run away from an attack and survive. Well think of it this way, you are killed by the attack so no matter where you move you will only be moving a dead body, therefore your unit is removed and the outline represents where it was last turn
So, now we are nearly at the end of this long haul through the game, there is just one more thing.
Kill points
Spoiler:
There is much variation between different matches, I will post up the special rules for the match when it starts. However, a lot of them rely on accumulating “points”, if a warrior that one of your warriors attacked is destroyed. Than you earn a kill point for your side. If more than one warrior attacks the same warrior and it is killed, you earn a point provided your attack would have made the kill without all the other warriors attacking the victim too.
In this situation. Red earns one point as only one kill was made. Yellow earns one point as well. But green does not earn a point as his attack was blocked.

In this situation. Red earns one point as only one kill was made. Yellow earns one point as well. But green does not earn a point as his attack was blocked.

A Pm to me should go as following. Although I don't really care about the format, this method is most compressed. [:)]
W MOVE UP
1 BLOCK DOWN-RIGHT
2 ATTACK UP-LEFT
To sign up, simply post here that you wish to join.
Also! I made motivational sig banners!
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