ConHex

ConHex Rules

  • The board has 69 inner circles (clickable) and 41 surrounding regions.
  • Players take turns claiming one empty circle by marking it with their colour.
  • When a player has claimed at least half of the circles around a region, they take ownership of that region. The center pentagon (5 circles) needs 3; corner triangles (3 circles) need 2; the larger 6-circle regions need 3.
  • Red connects the top and bottom sides through owned regions.
  • Blue connects the left and right sides.
  • Once a region is owned it stays that colour for the rest of the game.
  • The first player to form an unbroken chain of owned regions between their two sides wins.

A bit of history

ConHex was invented by the Russian mathematician Michail Antonow in 2002. It belongs to the family of connection games — alongside Hex (Piet Hein, John Nash), Y, Havannah and TwixT — but it brings a key twist: instead of directly claiming territory cells, players claim the vertices (circles) shared between regions, and ownership of each region is decided by majority. This produces dynamic positions where a single circle can simultaneously contribute to several regions.

Mathematically the game keeps the same property as Hex: draws are impossible (a topological argument based on the dual planar graph) and the first player has a theoretical winning strategy by the strategy-stealing argument. Since the regions overlap fewer pieces than Hex tiles, ConHex rewards careful planning of where each circle's shared contribution lands more than raw connection power.

Watch Red claim circles until enough regions fall to Red to form a chain from top to bottom. A region falls to whoever holds the majority of its circles.

On your turn, click an empty white circle. Each region around the board activates as soon as you control half of its surrounding circles.