Is this Hexodic turn legal?
The Hexodic move-legality checker answers that question by comparing your proposed turn with the rules engine’s own list of legal actions, one step at a time: first the Project, then the Shape that follows it, then the Echo. A Hexodic turn is legal only when all three steps are legal in order, because each step changes what the next step may do.
How to use the checker
- Set the position. Leave the replay code empty for the opening position, or paste a replay code from the branching-factor explorer. A replay code is a dot-separated list of turn numbers taken from the engine’s ordered list of legal turns.
- Describe the turn. Choose Place or Move with its cells, a Shape (raise, lower or skip) with its cell, and an Echo choice. Selecting a board cell fills in the destination.
- Check it. The checker reports each step as legal or illegal, with how many options the engine allows at that step.
- Continue. When a turn is legal you can play it, and the position advances so you can check the next turn.
What the checker computes
- Staged legality from the engine’s legal Project, Shape and Echo lists, confirmed by the engine’s whole-turn legality check.
- Capture flag for moves — whether a move captures the stone it lands on is decided by the engine, not by you.
- Result of a legal turn — the cells captured and, if the turn ends the game, the win condition: Network, Takeover or Strangle.
- Position summary — reserve, Echo charges, captures and whether each player’s Network or Takeover condition is complete, as reported by the engine’s win checks.
What the checker cannot determine
The Hexodic move-legality checker does not explain why an illegal step is illegal beyond reporting that the engine does not list it. The checker cannot see a game’s history, so a repetition loss is never reported. The checker also does not judge whether a legal turn is a good turn.
Learn the turn structure in how Hexodic is played, or read about deterministic strategy games. Then get the Hexodic app.
Reviewed 2026-09-15.