Hex is a two-player connection game where each player tries to link their two opposite sides of a rhombus-shaped board with an unbroken chain of their stones. There are no draws in Hex; one player always completes a connection, and blocking your opponent automatically builds your own path.
Invented independently by Piet Hein and John Nash, Hex is beloved for pairing dead-simple rules with genuine strategic depth. If you can place a stone on an empty cell, you can play, yet mastery takes years.

How Hex Works
The board is a grid of hexagons, usually 11×11, shaped like a rhombus. Two opposite edges belong to one player and the other two edges to the second player, with the corners shared.
Players alternate placing one stone of their color on any empty cell, and the first to connect their two sides with a continuous chain wins. Stones never move or get captured; every stone you place stays for the whole game.
A first game of Hex goes like this:
- Choose which pair of opposite sides each player owns.
- Decide who moves first, then alternate turns.
- Place one stone per turn on any empty hexagon.
- Build a chain of touching stones between your two sides.
- Block your opponent’s chain while extending your own.
- The first to complete an edge-to-edge connection wins.
Because hexagons touch six neighbors, connections flow in more directions than on a square grid, which is what makes the game so fluid.
Why Draws Are Impossible
A remarkable fact proves Hex can never end in a draw: if the whole board is filled, exactly one player must have connected their sides. Blocking the opponent completely is the same as connecting yourself.
This "no draw" property means every game has a winner, and the first player has a theoretical winning strategy, though nobody knows the full strategy on large boards. To keep things fair, many play with the swap rule, where the second player may steal the first move.
| Feature | Hex | Many other games |
|---|---|---|
| Draws | Impossible | Often possible |
| Captures | None | Common |
| First-move edge | Strong | Varies |
| Fix for imbalance | Swap rule | Komi or none |
Use the swap rule in serious games. Without it, the first player’s opening advantage is real, and a strong opener in the center can be very hard to overcome.
The swap rule discourages an overpowering first move, since a too-strong opening simply gets stolen by the opponent.
Edge Templates and Reading
Connecting to your own edge is not automatic; a stone near your side must have a safe path to reach it. Edge templates are known patterns that guarantee a stone can connect to the border even if the opponent tries to cut it off.
Learning a few edge templates saves enormous reading, because you can trust a connection is secure without calculating every possible block. The simplest templates cover stones two or three rows from the edge, showing exactly how much empty space they need to link safely.
Reading in Hex means tracing whether two of your stones or groups can be joined no matter what the opponent does. Because blocking the opponent also connects yourself, a single line of reading often answers both questions at once.
Ladders appear in Hex too, though they differ from Go’s. A Hex ladder is a running exchange along the edge where each player extends in turn, and the outcome usually depends on whether you have a stone waiting further along, called a ladder escape. Placing an escape in advance can decide a game before the ladder even starts.
The Center and Board Size
Where you play your early stones matters as much as how you connect them. The center of a Hex board is the most valuable region because a central stone contributes to the widest range of possible winning paths.
Controlling the short diagonal through the center gives you the most flexible routes to link both of your sides. From a strong central position you can steer your connection left or right depending on how your opponent blocks, whereas edge-hugging play commits you too early.
Board size changes the game’s character. Small boards like 7×7 make first-move advantage overwhelming and games sharp and quick, which is ideal for learning bridges and templates. Larger boards like 13×13 and 19×19 dilute that advantage and reward long-range planning over pure tactics.
The swap rule interacts with size, too. On small boards a center opening is so strong it will always be swapped, so opening play drifts toward moderate moves that are fair to keep. Understanding this balance helps you choose a sensible first move: strong enough to be useful, but not so strong your opponent simply steals it. As you climb in size and skill, the interplay of center control, templates, and the swap rule keeps Hex fresh at every level.
Core Strategy and the Bridge
The single most important Hex tactic is the bridge, two stones placed a knight’s-move apart with two empty cells linking them. A bridge is a safe connection because if your opponent plays one linking cell, you play the other.
Think in terms of connections that cannot be cut rather than solid chains, because bridges connect faster and more flexibly than adjacent stones. Efficient players spread influence with bridges and ladders instead of laying stones side by side.
Blocking and connecting are two sides of one coin. Every stone you place to stop your opponent’s path also advances your own, so aggressive, dual-purpose moves are usually best.
Other connection games share these ideas. Y, TwixT, and Havannah all reward linking and cutting, and the habits you build in Hex transfer directly. Start on a 7×7 board to learn bridges and edge templates, then move to 11×11 for full-depth play. Once bridges and the no-draw logic click, Hex becomes a fast, elegant test of pure strategy you can finish in minutes yet study for years.
