About:
C4Go (Hexogen Waive) is a strategic and highly dynamic board game featuring simultaneous plays that demand quick thinking.
Contestants:
The game can be played with two to four players.
Components:
A unique hexagonal board (see Figure 1).
Five dice, including four coloured direction dice (red, green, blue, yellow) and a white double die.
Four sets of six single coloured pieces (matching the RGBY dice colours).
Direction charts are printed on the board. They indicate the primary orientation and relative directions for each player's moves.
Setup:
In the four-player game, each player controls one set of six pieces.
With two players, each controls two sets.
With three players, each controls their own set of pieces and a shared set of tactical pieces called T-Bots.
Place the four sets of pieces on the designated start spots matching their colour.
Object:
Collect points by trying to manoeuvre your pieces into the target area (the inner hexagon on the board).
You need a total of 30 points to win.
Scoring:
You gain 10 points for each piece you get into the target area.
You gain an extra 10 points if you get a double during entry.
Game Length:
The two-player or four-player versions typically last about 30 minutes.
The duration is less predictable with three players.
General:
The dice are rolled at the beginning of each round. It doesn't matter who throws them but it's important that the dice remain clearly visible to all players. You could introduce an independent dice-master if needed.
During each round, everyone plays simultaneously using the same dice lay and moving is compulsory.
Directions are charted according to the coloured direction dice. In the three-player game, one of the direction dice is tactical.
A normal play involves moving one of your pieces one spot in the direction indicated by your direction chart, keyed to the number showing on your coloured direction die.
Two-player extension: Players normally choose a piece to move from only one of their sets, using one of their direction dice. If both dice show the same number, you must move a piece from both of your sets.
Three-player extension: If your direction die shows the same number as the tactical direction die, you must move one of the T-Bots as well as one of your own.
You can move through any outer edge, along a protracted path determined by your current direction (see Edge Transitions).
If you'd like to move to an occupied spot, you must swap places with that piece. This is called "swapping out", also known as regular dynamic exchange (RDX), a key ingredient of C4Go. While an exchange is in progress, the other players must conform to the following conflict avoidance measures;
a) the target piece cannot be moved
b) the originator's spot cannot be moved into.
Because of these constraints, players should indicate their intention to perform an RDX.
Doubles:
A double is defined as the white die showing the same number as a coloured direction die.
During a round, multiple players can get a double and individual players could get multiple doubles (in the two-player or three-player versions).
Locations:
The board has an array of designated spots between its outer edges and the target area. The rules associated with each type are given below (refer to the table shown in Figure 2);
Ordinary Spots
Normal Spots - most of the spots on the board are grey. When you are on these spots you follow the General rules.
Start Spots - RGBY coloured spots are located on the outer edges of the board. They are only used for the initial placement of your pieces. During rounds they are treated the same as Normal spots.
Special Spots
Hazard Spots - if you land on a black spot you get stuck there until either you get a double to move out or another piece moves there, swapping you out.
Haven Spots - if you land on a white spot you can't be swapped out by another player unless they get a double. You can swap out your own pieces without a double.
Helper Spots - if you land on a purple spot then, during any future round, you can move from that spot in a direction charted by any of the direction dice presented in that round. If you receive a double matching your coloured direction die, you can move in any direction.
Hop Spots - no piece can land on a spot marked with an "X". You must hop over it, maintaining your current direction. Any piece you might swap out during a hop must hop back to your original spot.
Edge Transitions:
Outer edges of the board are connected together in unusual ways, due to "wrapping" in three dimensions. This allows movement through one edge directly to another. For a hexagon, this is quite difficult to visualise so an equivalent, but much easier, method is available;
transit along a straight line, in the opposite direction to your current charted direction, until you reach a spot on another outer edge.
the transit path may sometimes cross the target hexagonal area. That's allowed; just maintain the same line (even though there are no spots to follow) until you pass through and eventually reach an outer edge.
from the developer of 3Will
K.J.L Percival