The History of Marble Brink

A pushing game for two on a hexagonal board, in which the only way to capture is to shove the opponent's marbles over the edge.

Pushing Games on Hexagonal Boards

Games in which pieces are pushed rather than jumped over or captured in place have a long tradition, and so do hexagonal boards: every cell has six neighbours instead of four, which gives each piece more directions to move in and avoids the awkward diagonals of a square grid.

Marble Brink belongs to that family. The marbles are plain and all equal, and the whole game rests on a single idea: a longer line of marbles can push a shorter one.

One Rule, Much Depth

Because a marble can only be lost by being pushed off the board by a strictly longer line, keeping marbles together in solid groups matters more than anything else. A lone marble can never push, and a group near the edge is always in danger.

That turns every game into a slow struggle for the middle of the board: the side that holds the centre can push outward in every direction, while the other side is pressed towards the edge.

A Game Without Luck

There are no dice, no hidden information and no special pieces - just two sets of identical marbles and a few simple rules about which lines may push which. That makes it a pure test of planning, in the same spirit as older abstract classics like Go and checkers.

← Back to the board