Welcome to Diplochess! This a large Glinski Hexagonal Chess variant for 6 players that adds political negotation to the required skills. It is assumed you know how to play chess (just need to know the rules, opening theory or whatnot isn't required).
The goal of the game is to checkmate every other player. When a player is checkmated, all their pieces are instantly removed from the game and they lose.
Hexagonal Chess somewhat strains the familiar concepts of orthogonal and diagonal moves. For the purpose of this writing, these terms will assume the following meanings:
orthogonal move - A move wherein a line piece exits one hex and enters another by crossing a common border. Orthogonal moves are never colorbound.
diagonal move - A move wherein a line piece exits one hex and enters another by following the line which connects their nearest corners. Diagonal moves are always colorbound. This move is not incumbered by pieces lying to the right or the left of the thin line of travel. Pieces crowding the line are simply passed over.
The piece moves are the same as in Glinski Hexagonal Chess:
King:
Queen:
Rook:
Bishop:
Knight:
Pawn:
Pawns have an initial two-step move option.
En passant captures are allowed.
A capturing Pawn, which arrives on a friendly Pawn's starting hex, regains its initial two-step move option.
Pawns move in the direction their wide end is facing. Facing does not matter for all other pieces.
Pawns promote when reaching or crossing the black line opposite of their player's starting quadrant.
There is no castling.
Stalemate is a draw only when only two players are left standing, otherwise a stalemated player is eliminated just as if in checkmate.
Arbitrary negotiation is allowed (but you can't, say, return captured pieces), however only a solo win is possible. Do not throw the game so an ally can win, always do your best even if it means you need to backstab them.
Files are vertical lines of hexes, ranks are oblique lines of hexes going northeast.
Submit moves by first stating the piece's current hex coordinates, then the hex coordinates of the hex you want to move it to. E.g:
Pawn i4 to i6. All players must submit their moves before the turn ends. In case of conflicts it is resolved in clockwise order.