module The board
Storisende is a territory game featuring a board made up of 'modules' consisting of 7 hexagons. Their number and lay-out is up to the players, but a newly added module should connect with at least two cells to the evolving board. Beginners are advised to use a convex lay-out without 'lakes' or peninsulas.
In this game a hex cell may change its status from the original beige into green (territory) or dark (wall). The game is most likely to be played online, or using for instance Stephen Tavener's AI AI, and in these programs these changes are made automatically and representations may vary. So the rules are adapted to online representation, bypassing a physical board.

Here are a few words on physical game material.

Each player has a sufficient number of men, flat checkers that are easy to stack.

  • A 'piece' may be a man or a column of like coloured men.
  • A piece may only move straight in one of the six main directions and must move exactly the number of cells equaling its height.
  • A piece may split in the process, so a player may move a column of one or more men from the top, leaving the remainder behind. The top part that leaves must move according to its own height.
  • If a piece lands on a like coloured piece, the two merge. If it lands on an opponent's piece, it captures by replacement, regardless of size. Capture by replacement means that the capturing piece takes the place of the piece that is captured and that the latter is removed from the board.

The interaction of the board and the pieces
The board is a contiguous set of hexes (cells). Initially every cell is beige. During play, a cell may become green (part of a contiguous 'territory') or dark (part of a contiguous 'Wall'). If an occupied beige cell becomes unoccupied, then it immediately

  • becomes green if the cell would become a new territory or an expansion of exactly one existing territory, or
  • becomes dark if the cell has more than one adjacent territories, i.e. if it would merge existing territories. Instead it then becomes a part of the Wall separating those very territories.

During the game areas of territory never merge
Here you see a 'one-module board' in which three of the seven beige cells have turned green (territory) and one has turned dark (wall). The territory top right and the one on the left were already there when the top left beige cell was vacated. Turning green would cause two areas of territory to merge, which is not allowed, so the cell turned dark, becoming a part of the Wall. The centre cell, if vacated, awaits the same fate as does eventually one of the two remaining beige cells.
After the game has ended the remaining beige cells, if any, turn to territory before counting. Territories are counted by the number of cells inside them.

Growth: only doubles breed offspring
If and only if a beige cell is vacated by a 'double' - a column of two men - it will sprout one new man on that cell, regardless of whether it becomes part of the territory or part of the Wall. This is actually the only way to get a man on the Wall.

Movement and capture
Players move in turn, one piece at the time. Movement is optional: a player may pass his turn without losing the right to move on subsequent turns.

  • Cells belonging to lakes or inlets inside or outside the actual board may be jumped over but not be landed on. The cells outside the board are still part of the grid, so if a player moves a piece over them, the distance is counted by the number of cells as if they were part of the board.
  • A piece on the Wall may jump over any cell, whether Wall or territory, occupied or vacant, and land on any target cell, again whether Wall or territory, occupied or vacant.
  • A piece off the Wall may never land on it. It may jump over a cell of the Wall if and only if this cell is occupied by a piece of like colour. Singles of course can't jump over the Wall because they can only move to adjacent cells. Other than that, a piece in the territories may jump over or land on any cell.

Start of the game
Both players agree on a board. Then one takes a role as placer, the other as chooser. The placer places a double on a cell of the board. The chooser then decides to either accept that double as his first move, leaving placement of the second double to his opponent, or he accepts that first placement as his opponent's first move, so that it is now his turn to place a double. These two placements end the placement stage.

The game ends after one side has been eliminated completely (and thus loses) or after both players pass on successive turns. The winner then is the player who controls the most territory. Territory is counted by the number of cells inside it. Beige hexes, if any were left, turn to territory cells before counting. Pieces that may still occupy them remain in place. Pieces on the Wall don't control territory, only pieces inside a territory do. For a player to 'control' a territory it is necessary and sufficient to be the only colour inside that territory. One man is enough for that. Territories that are not occupied, or feature both players in a stalemate situation, do not count for either player.
Games may end in a draw.

 An example of counting
module This is an endgame position on a convex board made up of ten modules in which Red has won the fight on the Wall but Purple has, provisionally, acquired more territory, 20 points to 10. However, Purple cannot move from one territory to another anymore, except over the last purple man on the Wall. But that man will be forced off and Red will turn the tables.
module A few moves later Red attacks the cell that the purple man previously occupied. This man could not stay on the Wall because its only escape cell is guarded by a red man. So it moved to the 7-cell territory to strengthen its protection, but that leaves the 4-cell territory with only one man, which is insufficient to guard it. Red needs only two men to claim it, and then still has two men left to claim the 2-cell territory occupied by the two purple men.
module In the final position the Wall has been completely vacated and the score is Red-16 and Purple-14 so Red has won.

Note that the beige cells now count as belonging to the territory that they are in. If Red now moves the man on the centre one, he would lose at least 3 points, and the game.

Physical game material
module The best pieces are flat checkers. The module is depicted as green here, and initially every cell is covered with a thin disk, beige on one side, dark on the other. If a cell with a beige disk changes its status, the disk is either removed or reversed to become part of the Wall.

Storisende can be played on any sufficiently large contiguous grid of hexes, including regular shaped boards such as a diamond (suggested sizes 6x6 and upwards) or a 'hex hex' (suggested sizes base-4 and upwards).