LATTICE

— Exhibition note

2-player connection. Adjacent moves only. Pure tempo.

Plate I — Lattice
II · The Premise
— The Premise

2-player connection game. Place stones on a hex grid trying to connect opposite sides. Twist: you can only place stones adjacent to your opponent's last move. Forces tempo and counter-tempo. Hex/Y DNA, transformed.

Decision tension

Every move forces opponent's next zone of play. Lure them into corners, and your true threats emerge.

III · The Roles
— III · Catalogue

The Roles

Connector
Exhibit A
No. 001×2

Connector

Tries to connect their two opposite sides with an unbroken chain. Must place adjacent to opponent's last move.

IV · How a Round Plays
— IV · Procedure

How a Round Plays

01

First move

First player places anywhere.

02

Adjacent reply

Subsequent moves must be adjacent to opponent's last move.

03

Connect

Build an unbroken chain from your edge to the opposite edge.

V · Win Conditions
— V · Outcomes

Win Conditions

Way 01

Connector

Connect your two opposite sides with an unbroken chain.

VI · Designer's Notes
— VI · Catalogue Essay

Designer's Notes

Classic Hex/Y connection-game DNA, but the "must place adjacent" rule transforms it. Every move is reactive but you're trying to set up traps. Very low rule complexity, very high skill ceiling. Pure strategy.

— Visitor's Guide

Strategy

  • 01
    Lure to the edge
    A move on the rim forces opponent to a small adjacency set.
  • 02
    Threaten two chains
    A single stone that completes either of two chains is unstoppable.
  • 03
    Lattice is local AND global
    You're solving a local adjacency puzzle while shaping a global graph.
VII · Begin
— Begin the Match

No Luck.
No Fog.
Only Cost.

Pass the device around the table, or open a remote room and play cross-device. Either way, every move is yours alone.