Beeline
Beeline is a 1968 game by Winston N. Allen, published by Good Games Inc.
This is a connection game where players use hexes marked with different 'roads' to make a path.
The game is played on this hexagonal board (the blue hexes are the home bases):
Each player has 36 hexes with lines (marks), and another six filled hexes (the nodes) with the two players' colors at each side. The 36 hexes are made of three groups of 12 hexes sharing the same type of lines.
The rules:
- Initially, each player drops a node on his home base
- On his turn, a player drops two friendly marks and/or nodes on an empty hex (the exception is the first turn, where the first player only drops one piece)
- Marks are played as continuations of a line (the hex directly in front of last played piece, and where the player must move next, is called the rut)
- Nodes can be played on any empty valid square (see more restrictions below) not adjacent to another node or at the player's ruts
- Nodes can also replace any piece previously played in any line, except the last piece of the line. The replaced piece is then played at the end of the line in a way that the opponent's rut is free to continue his line expansion
- A node can replace a line of either color (remember that nodes are pieces with one different color per side)
- If a player's rut is occupied by the adversary line, the player must remove all pieces back to the nearest node, and play his next turn from that node (the removed pieces go back to the player's reserve)
- The darker hexes can only be used by the player owning the opposite home base (eg, the South player is the only who can use the northern dark hexes)
- The green hexes cannot be used by either player.
- The player that first connect his home base to the adversary home base, wins the game.
- If both players use up all their pieces without achieving the goal, the game is a draw
There is also another restriction: the players divide their marks into four groups of three pieces per type. Each group must be played before moving into the next group.
The rules show an example of a valid match:
1. Red plays two sharps.
2. Black plays an angle and a straight.
2. Red plays an angle and a straight.
3. Black plays a straight and an angle.
3. Red plays two angles.
4. Black plays a sharp and an angle.
4. Red plays a sharp and a NODE.
5. Red plays a NODE, Black up, to replace a sharp in Black's line. He plays it on the end of the line. He cannot leave Black's line in this condition because Black's RUT is not free for additional play, so he replaces the straight with another NODE and that NODE then becomes the end of Black's line. He plays the straight on the NODE to complete his turn. Red has turned Black back through his own line but has used two of his NODES and taken a turn in which to do it.
The ruleset includes the remaining example match, extra notes and clarifications.
The game is filled with rules, some quite ad-hoc. My feeling is that there is a better, more elegant game trying to come out of the official version.
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Having said that last sentence, I browsed Cameron Browne's book Connection Games (2005). On page 85, he describes a more recent iteration, from 1984, also called Beeline and designed by John Brassel, that uses just two types of tiles:
Tiles must be dropped adjacent to an edge of an already placed tile.
A player wins by either establishing a path that (a) connects two opposite edges, (b) three alternating edges, (c) surrounding at least two hexagons of the opponent's color.


















































