Hexagony
Hexagony is an abstract strategy board game for 2 to 6 players that was published as Bin'Fa by Taoist Arts Inc. in 1977, as Hexagony by Avalon Hill in 1980, and later re-released in a slightly modified form by Kenterprises as Bin'Fa. Gameplay Components a map: a large hexagon divided into six differently colored equilateral triangles, each of which is further divided into sixteen smaller equilateral triangles. six sets of 12 tokens six supply track tokens 12 black plastic sticks 60 supply tokens two six-sided dice Set-up Each player chooses which color of army and home territory they wish to play and places their supply track token on their starting circle of the supply track. One player places one of the black plastic rods on the side of a space in their home territory. The next player does the same, and this continues until there are no sticks left. Each player places all twelve of their tokens anywhere in their "home" territory. Players can create stacks of either two or three tokens, and normally do not leave single tokens, since singletons have neither offensive nor defensive capabilities. Finally each player rolls one die and takes that number of supply chits to start the game. Play On a player's turn, the player can choose to either seek supplies, or to move pieces. Supplies The supply track consists of a track of colored circles that runs around the perimeter of the board. A player who chooses to spend their turn seeking supplies rolls 2 dice and moves their supply track marker the number of squares equal to either one or both of the dice. There is no cost for this. In Avalon Hill's edition, if the supply track token lands on the player's own color, the player gains a number of supply chits equal to the number of spaces moved. If the player's supply track token lands on a space with an opposing player's army symbol, the active player can choose to take supply chits from the bank or from the opposing player. Once supplies have been gained, the player can choose to end their turn, or may continue to attempt to gain supplies as many times as desired, but if the player rolls doubles (the same number on both dice), the player's turn is over and the player loses all supplies gained during the turn. For example, the red player rolls a 3 and a 4, and chooses the 4 since that will land their supply track token on red, gaining the player 4 supply chits. The player decides to try again, and rolls a 1 and a 3. The player chooses the 1 since that will land on red again, gaining one more supply chit. The player tries one more time and rolls double sixes. The player's turn immediately ends, and the player loses all five supply chits earned during the turn. In Kenterprise's version, the rule has been added that if a player's supply track token lands on an