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INSTRUCTIONS

Chinese Chequers goes Hexehop


GB79
Please retain these instructions for future reference.
Description and rules for the game of Chinese Chequers goes
HEXEHOP
A game of strategy for 2, 3, 4 or 6 players
Introductory note. The information conveyed in the following text is couched so
that it is acceptable in Braille. Things that are obvious to the eye, are described in
detail for the benefit of people without sight.
The name of this game is derived from the shape of the play area of the board,
which is a hex, and the function of the playing pieces which hop from one side of
the board to the other. HEXEHOP is devised by John Slade, combining the
elements of the game of Chinese Chequers and the game of Halma from which
Chinese Chequers itself is derived.
Hexehop is a game of strategy best played with four players. Played with six
players, makes it even more interesting - but also more difficult and confusing if
several players are playing by touch.
This exclusive Sladecolour Touch-&-See game incorporates a shape/colour
system which enables the game to be played by sight and/or touch. The colours of
the playing pegs will be relatively easy to identify by touch because of their different
shapes.
The embossed tactile/visual graphics, however, will be more difficult to get to grips
with, for someone relying on touch alone. Even for someone with good tactile
perception, time will be needed for initial orientation. Interactive participation which
should be part and parcel of playing board games is encouraged.

COMPONENTS
There are nine Sladecolour Touch-&-See pegs in the following shapes and
colours: red =cross, green =3 petals, yellow =8 petals, blue =5 points, pink
=triangle, hexagon =brown.

ORIENTATION OF THE BOARD


The board contains 115 holes, set out to form a hexagonal play area. For ease of
orientation, align the board so that one of the facing edges of the hex is parallel to
the edge of the board.
Tactile/visual lines and circles are printed on the board, indicating direction of
movement and location. You will see that the outer two rows of holes of the hex are
divided off into six sectors, each containing nine holes within circles. This is where
your nine pegs start, and your opponents pegs finish after zigzagging across the
board.
Moving on to the play area, there are six further holes within rings. This is the area
where the pegs start and finish, when just two players are participating. The rest of
the holes are linked by lines in a triangular formation to direct the path of movement
as the pegs move across the board.
Unlike Chinese Chequers, there are no fixed coloured areas on the board for
locating the coloured pegs at the start of the game. This way, players can place
whatever colour pegs they choose in the most convenient starting sector.

POSITIONING THE PEGS ON THE BOARD


Two Players
It may be advisable to come back to this two-player version which is more
challenging, once you have a better understanding of the game. The two-player
game is best played with each player having fifteen pegs. As there are only nine
pegs of each colour this means each player needs to add six pegs from the other
colours available.
Playing the game with two colours per player adds a new dimension of strategy
from previous versions of the game where fifteen pegs of the same colour were
used.

Any combination can be used but we suggest the following as a good


example. One player has nine brown and six pink, the other has nine yellow
and six blue. In placing these pegs, players have to agree on a formation
which is the same for both at the start of the game. Then, moving the pegs
across the board, each player has to reassemble the exact formation in his
opponents sector.
Here are two examples of placing the pegs at the start of a game: Position the
nine yellow and brown pegs as normal and place the additional six pegs in the
six holes in front in a triangular formation; another is to place this six peg
formation in from the edge of the board with the nine pegs occupying the outer
ringed holes.

Three Players
Three sets of pegs are placed in the outer ringed areas, leaving a vacant outer
area either side. This way the pegs will be moving into a vacant outer area
opposite.

Four Players
Place each of the nine sets of pegs in the four outer ringed areas that do not
have the six additional ringed holes.

Six Players
Use all six outer ringed areas for placing each of the nine sets of pegs.

THE GAME
Whether there are two, three, four or six participants, the object of the game is
for your pegs to occupy the facing parallel sector of your opponent. The first
player to achieve this wins the game.
Having decided who is going to go first, the game begins by moving a peg out
of the ringed sector, either by placing it in an adjacent hole beyond, or by a peg
hopping over one in front into a vacant hole beyond.
Each player to the left has the same option. The movement of the pegs is
restricted to moving into an adjacent hole or by hopping over a peg or pegs
into a vacant hole immediately beyond.

The game starts slowly but soon gets more involved as the pegs build up in
the middle of the board, as they move in different directions.
The strategy is to form chains of pegs, including taking advantage of the
position of opponents' pegs, in order that you can hop over several pegs at
your turn. At the same time, you may also be in a position to block your
opponent from forming a chain of hops.

ADDITIONAL INFORMATION
COMPLIANCE WITH EU STANDARDS
This game displays a CE mark to confirm that this game complies to EU Toys
and Games Safety Standards.
This game is not suitable for use by children under 36 months due to small
parts.
Copyright: John T Slade 1976 - 2000
SLADECOLOUR PRODUCTS FOR THE BLIND.
Manufactured under licence by PIN INTERNATIONAL CO., LTD.
UK PAT. No 1572392 - USA PAT. No 773797

SLADECOLOUR Touch-&-See PEGS


These pegs are also available in sets of 50 pegs, there being 5 pegs in each of
the ten colours.
Full details of this and all the other products we sell will be found in our product
catalogues. Please see the Customer Services' contact details below.
To find out more about Our extensive range of products, please visit Our on
line shop:
http://onlineshop.rnib.org.uk
Or alternatively, you can contact a member of Our friendly professional
Customer Services Team, details are listed under Terms and Conditions.

Terms and Conditions of Sale


All goods are guaranteed against faults for 12 months from date of invoice.
Faults should be notified to RNIB Customer Services prior to return, who will
issue a returns authorisation number.
Goods can be returned as 'unsuitable' within 30 days of delivery, as follows:1)
2)
3)
4)

Customer must contact RNIB Customer Services to obtain a


returns authorisation number.
Items must be returned in original packaging and condition.
Goods must be marked 'Returns' and must show the authorisation
number.
Goods lost in transit will only be refunded on proof of postage.

Goods marked as 'non returnable' in the RNIB catalogues cannot be returned


for hygiene reasons - unless faulty, and software products whose seal have
been broken cannot be returned unless faulty.
Where goods are sold to organisations, who then sell on the goods, the
guarantee will commence from the date of original purchase from RNIB.
None of the above terms and conditions affect your statutory rights.
f you require further information or clarification of these terms and conditions
please contact: RNIB Customer Services
PO Box 173
Peterborough PE2 6WS
U.K.
Telephone 0845 702 3153
Textphone: 0845 758 5691
Email: Cservices@rnib.org.uk
RNIB website: www.rnib.org.uk
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Overseas customers should contact RNIB Export Department at the above


address or call:
Telephone: +44 (0) 1733 375400
Export direct fax: +44 (0) 1733 238541
Email: exports@rnib.org.uk
Revised February 2005.

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