Connectivity made visible

The One-Hive rule explained

If lifting one piece would divide the position into separate islands, that piece is pinned. This single test resolves most connectivity questions.

7 minute readCore ruleUpdated August 7, 2026

The One-Hive rule says that every occupied hex on the table must remain part of one connected group. A player may not move a piece if removing it—even temporarily—would split the hive. The intended destination does not rescue an illegal lift; connectivity is checked throughout the move.

The bridge test

Imagine removing only the selected top piece. Can every remaining occupied hex still reach every other through touching sides? If not, the selected piece is pinned.

What counts as connected?

Two occupied hexes are connected when they share a full side. A corner touch does not exist on the hex grid, and an empty hex never connects two groups. A chain of side-to-side contacts can wind in any direction; it does not need to form a compact shape.

Connectivity is about occupied coordinates, not the number of physical tiles. A stack of three insects still occupies one hex. As long as at least one piece remains at that coordinate, that node of the hive still exists.

Why a piece becomes pinned

A bridge is the only connection between two regions. If the bridge is a single ground-level insect and it moves away, the regions separate, so the move is forbidden. The bridge insect is often called pinned even though no opposing piece is directly attacking it.

Pins can change after every turn. Add a second connection between the regions and the old bridge becomes free. Remove or cover a supporting route and a previously mobile piece may become essential.

Destination does not matter yet

Do not mentally slide the bridge into a new connecting spot and declare the final shape connected. The hive would be split after the lift and before arrival, which already makes the move illegal.

How stacks change the test

If the moving piece sits on top of a stack, removing it leaves another piece at the same coordinate. The occupied connection remains, so the top Beetle or stacked Mosquito is not pinned merely because that coordinate is a bridge.

If a ground Beetle is the only tile at the bridge coordinate, it is pinned like any other ground insect. Its ability to climb does not permit the hive to split. Once another Beetle covers it, only the top piece can move; the lower Beetle remains and preserves the link.

Does the rule affect placement?

Placing a new piece can never disconnect the existing hive, so the lift portion of the test does not apply. The new piece must still attach to the hive and obey the friendly-only placement contact rule after the opening.

A legal placement can create a second route between two regions, releasing a pinned bridge on a later turn. This is an important defensive technique: reinforce the waist of the hive before trying to move the insect trapped there.

Pillbug relocation and connectivity

A Pillbug or a Mosquito copying it cannot relocate a piece that is structurally pinned. The target must be lifted before being placed beside the Pillbug, so the same bridge test applies. A stacked target also cannot be relocated because the ability moves a single ground piece, not a stack.

The relocation cannot use a final position to excuse a disconnected lift. It must preserve one connected hive during both the pickup and the drop.

Turn the rule into a tactic

Connectivity creates positional control without capturing anything. Extending the hive from a particular opponent piece can make that piece the only bridge. If the trapped insect is an Ant or Beetle, the loss of mobility can be more valuable than placing another attacker beside the Queen.

You can also watch for self-pins. Long, narrow chains are fragile. Before extending from a powerful piece, ask whether the new branch will make that piece responsible for holding your entire position together.

A five-second legality routine

  1. Ignore the intended destination.
  2. Look only at the selected top piece and the occupied hex beneath it, if any.
  3. Remove the selected piece mentally.
  4. Trace side contacts through all remaining occupied hexes.
  5. If two groups remain with no path between them, stop: the move is illegal.

After connectivity passes, apply the insect’s own movement and gate rules. A piece can be unpinned but still have no path, or have an obvious path but remain pinned.

Bug Hive is an independent game and is not affiliated with, endorsed by, or the official digital edition of Hive® or Gen42 Games.