Hexagonal Chess with 169 hexes

C'escacs is a Capablanca's variant of the Glinski's Hexagonal Chess.


  1. Pawns have an initial two-step or three-step move option.
  2. En passant captures are allowed.
  3. The scornful pawn capture rule applies.
  4. A Pawn, which arrives on a friendly Pawn's starting hex, regains its initial two-step or three-step move option (**).
  5. Pawns promote when they arrive to one of the hexes defining the opposite side of the board.
  6. There are five possible castle moves, and rules for castle applies.
  7. Stalemate earns 3/4 points for the player delivering it and 1/4 point for the player stalemated.
  8. A game is drawn when:
    • If the same position, with the same player to move occurs three times.
    • If 50 successive moves on each side are made without a capture or a Pawn move.
    • If one player can submit the other to an endless series of check (perpetual check).
    • If at any stage the two players agree to call it a draw.
  9. Usual chess rules of touching pieces and completion of move:
    • If a player should touch one of his men he must move it. If he touches one of opponent's men and be in position to take it he must do so.
    • A completed legal move may never be withdrawn, but an illegal move must be withdrawn at once.
  10. A player forfeits the game:
    • If he exceeds the time limit, when using a chess clock.
    • If he willfully upsets the board to disarrange the men.
    • If he refuses to comply with a legal requirement of his opponent, including justified adjourn of the game.
    • If he refuses to resume an adjourned game within a reasonable time.
    • If he refuses to obey these laws.
  11. A game is void if interrupted without option to be resumed.

(**) the rule makes it unnecessary to keep track of which Pawns have actually moved. Note that some Pawns can move repeately with the two or three step option as long as they go along the the line of Pawn's initial position.

Special moves

The rule of the scornful Pawn capture allows a pawn to stop the advance a pawn of the opponent. It is a rule necessary, useful and applicable often, but usually as a deterrent, without consummating the catch.

The rest of the moves described here are uncommon: En passant captures are usual only with the 3 central pawns given the size of the board (although with the central pawn already exists in the first movement), Castling are anecdotal moves of little strategic value (of course, except when it is useful).

Scornful pawn capture

Scornful pawn capture
Scornful pawn capture

When a Pawn is faced with another in the same column and consecutive hexes and one of the them makes a 60º forward evasive move it can be captured on the next move by the pawn with which he was faced.

The capture move in this case is special, since the pawn makes a capture in a orthogonal 60º forward move.

A scornful Pawn can be captured although the evasive move occurs reaching the last hex of a column, and in this case the promoted Pawn can be captured.

En passant captures

A Pawn making an initial multi-step advance may be captured by an enemy Pawn, if the advancing Pawn passes through a hex that is guarded by the enemy Pawn. To capture, the enemy Pawn moves to the vacant passed-though hex and removes the advanced Pawn from the board.

The move is the usual pawn's move to capture but the captured pawn isn't at the move destination hex.

Here are the six possible cases of en passant capture in case of two step move. Similarly the same six captures occur when a pawn makes three step move, and six more moves since the pawn can be also captured in the second hex when crossing motion is threefold: it makes 18 possible combinations in total.

En passant capture
En passant capture
En passant capture

En passant capture
En passant capture
En passant capture

Warning! See Updates in progress;

modified rules affect these movements.

In the modified rules only the case of en passant capture appears in the vertical movements of a pawn along its row, since the double and triple movements are eliminated when the pawn moves orthogonally in 60º.

In addition almogávar movements are modified, and is included in the rules of en passant capture, as well as in the rules of capture of the scornful pawn.

En passant capture of the scornful Pawn(*)

When two pawns are facing and one of them is in an initial hex it can not avoid the rule of the scornful Pawn performing a two step or a three step move, because the rule of en passant capture applies.

A Pawn making an initial multi-step advance may be captured by an enemy Pawn, if the advancing was faced in the same column and consecutive hexes with the enemy Pawn.

The movement of the pawn is usual scornful Pawn's capture (i.e. orthogonal), but the captured pawn isn't at the move destination hex.

So, there are 4 additional en passant capture moves. It makes 22 possible en passant capture combinations in total.

The diagram shows the two cases of a scornful Pawn which performs a two step move. The capture would also happen if the Pawn makes a three step move.

En passant capture of the scornful Pawn
En passant capture of the scornful Pawn

(*) Warning! See Updates in progress;

The modified rules involve the disappearance of the en passant capture of the scornful pawn, since the pawns can not advance more than one hex when they move by 60º.


Castle is a move that a player can do only one time along the play. It's a two pieces move: the King and a Rook.

Castle consists on a King knight move and a Rook move so that it cross the destination hex of the King and places on king's next hex.

Rules apply:

  1. The King and the Rook that moves must not be moved before along the play.
  2. The move can't be done if the king is being checked.
  3. The hexes the Rook cross on its move must be empty.
  4. Of course, King can't be threaten (check) once the move has been finished.

    Note castle can be done even if the destination hex for the King is threatened, but the King after the move isn't threatened (because the Rook prevents check).

There are four King's possible moves, that sum a total of five different castle possible, because the move that places King on central column can castle with both Rooks.



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