Strategy
Cornerstone of all HexEmergo strategy is getting a few strong pieces rather than a lot of
weak ones. Now ironically you cannot do that yourself: only your opponent can stack up
your men, and he does so by capturing them. Having your men captured is great!
The more the better! But .... you must be sure to liberate them afterwards.
That's the one tiny catch. To put it simple, and disregarding the endgame for a moment,
HexEmergo strategy is:
Feed Decapitate Bury!
Feed as many men as you possibly can to an opponent's weak piece,
preferably one that already holds prisoners. But always make sure that you can
decapitate it, liberating a very strong piece.
Now you start to bury the opponent's men under this piece,
using your tactical ingenuity to get it done.
Pieces always start out at their strongest.
Involvement in the action means an increasing number of prisoners under a decreasing cap.
There's a certain moment in which a piece becomes a liability.
Its easy to see that six under six means a win in virtually any situation:
you can't remove the cap with what's left. But how about five under two?
This would depend, if not on tactics, on the nature of the position. Can the piece
retreat while others wear down would be attackers? Then it's a nice catch that may even
play an offensive role in a small caps endgame. But if the piece gets drawn into a
combination prior to that, it usually means that more
prisoners are liberated than the number you tried to tuck away in the first place,
because the piece is fed in the process of its decapitation. Things may look safe, but
tactics are diabolical!
Emergo History
Emergo derives from the Latin 'Luctor et Emergo', the motto of the Dutch province of
Zeeland, and meaning 'I wrestle and emerge'. You'll find this name to be very appropriate.
Emergo originates in the game Lasca, invented by the legendary world champion Chess
Emanuel Lasker. Lasker made a classic mistake: he left a great
idea where he found it, which was: in the game of Checkers. Thus he hooked it up to three
interrelated principles of this game: an initial position, a forward orientation and
promotion. None of these are needed to implement the essence of his idea, and applying
them makes Lasca an overcomplicated game.
Emergo is played on
the 41 dark squares of a 9x9 checkered board with dark corners, with 2x12 men.
The game is a joint effort by Ed van Zon, who got me interested
in Lasca's way of capture in the first place, and me. When I made the usual hexagonal translation,
using exactly the same rules, I initially found the game far more dramatic,
and so did everybody at the games club 'Fanatic' at Twente University in Enschede, the Netherlands.
Few cared for the square version after its introduction. Emergo became a hexagonal game overnight, and this
hexversion has been played as 'Emergo' on a regular basis for many years at Fanatic, before the dungeon
people came and took over.
Under these rules the game is also featured in R. Wayne Schmittberger's "New Rules for Classic Games"
(John Wiley & Sons, Inc. New York - ISBN 0-471-53621-0) and in Games Magazine (February 1986).
During that time it never showed any indication of a first move advantage in 'over the board' games.
But when we started to play e-mail games, a flaw emerged: clever play in the entering stage allows white
to retain the right to move first in the next stage. The first player to move
after the entering stage has the opportunity to unconditionally start a
feeder, a combination that forces a weak piece of the opponent to
capture numerous men, only to see them liberated as one huge piece against which the victim's
scattered weak forces stand no chance. This was no different in 'over the board' play, but there
such combinations seldom reached the painstaking finesse made possible in e-mail games. One simply cannot
look that deep into the hexversion's combinatorial whirlpools, without losing track.
But given an hour or so of carefully trying out the most promising lines, one will eventually find
a straight knock out most of the time. Thus the game's most distinguishing feature, it's stunning combinatorial
possibilities, suddenly turned against it. This resulted in a new evaluation of the square game which
reclaimed the name 'Emergo'. As it turns out this game has been grossly undervalued.
Though its tactical possibilities are not nearly as mindboggling as those found in
HexEmergo, their intricacies nevertheless
easily equal those of say International Draughts.
Yet they cannot be extended far enough to actually win proceeding from the first move after the entering stage,
not even in e-mail games, because combinations cannot maintain their momentum nearly as long as in HexEmergo.
In addition, the square game's strategy is to a much higher degree characterized by
positional aspects. The result is a better balance between strategy and tactics.