Hexodic board coordinate explorer.

Every cell of the Hexodic board, named the way the rules engine names it.

Board coordinate explorer

This tool runs the game's rules engine on this page and needs JavaScript. Everything it computes is described in the text below.

How are Hexodic board cells named?

The Hexodic board coordinate explorer shows that every cell on the Hexodic board is named by two axial coordinates, q and r, with the centre cell at (0, 0). The Hexodic board is a hexagon of 37 cells, and a cell’s ring is its hex distance from the centre, so the outermost ring is the board edge. Select a cell above to see the numbers the rules engine uses for it.

What the explorer computes

For the selected cell, the Hexodic board coordinate explorer asks the rules engine for:

  • Axial coordinates and the derived cube value s = −q − r.
  • Engine cell index — the position of the cell in the engine’s internal cell list. This index is bookkeeping, not a rule.
  • Ring — the hex distance from the centre cell.
  • On-board neighbours — the cells sharing an edge with it. Edge cells have fewer neighbours because some sides face the board edge, and the board edge matters for encirclement capture.
  • Shape reach — how many cells a Shape could target if this cell were where your stone was just projected; the engine allows Shape within a fixed distance of that stone.
  • First-Place legality on an empty board — whether the engine lists this cell as a legal first Place. Cells close to the centre can be excluded by the opening restriction.

What the explorer cannot determine

The Hexodic board coordinate explorer describes the empty board only. The explorer does not know whether a cell is occupied, raised, locked or under a capture cooldown in a real game; use the move-legality checker for questions about a specific position.

Next: read how Hexodic is played, then get the Hexodic app.

Reviewed 2026-09-15.