How do you play Hexodic?
Two players alternate turns on a 37-cell hexagonal board (radius 3). A turn is a short sequence of three sub-actions, in order: Project (place or move a stone), then Shape (raise or lower a cell’s tier), then optionally an Echo (spend one of your three charges). First to complete any one of three win conditions takes the game. That’s the whole skeleton — everything else is consequences.
Reviewed 2026-09-15 against the Hexodic rules engine. Each mechanic has its own page in the rules hub, and every term is defined in the glossary.
The pieces: stones and tiers
There is one kind of piece: the stone — no rank, no orientation, nothing hidden. Height lives in the board instead: every cell has a tier (0, 1, or 2), and a stone is exactly as strong as the ground it stands on. Tier-2 cells are the high ground: harder to capture on, and the building blocks of the Network win. A stone’s strength is where it stands and what stands with it, not what it’s named.
The turn: Project, then Shape, then Echo
- Project — place a stone from your reserve onto an empty, unlocked cell (mandatory while you have reserve). Once your reserve is empty, you move a stone one cell instead — and moving onto an adjacent enemy stone from strictly higher ground captures it.
- Shape — raise or lower one cell’s tier by one step (0↔1↔2), within 2 steps of the stone you just Projected. Each player has a lowering budget of 6; raises are unlimited. You’re not just placing pieces; you’re terraforming the board they fight on.
- Echo — the scarce resource, and optional. You get three charges for the whole game. An Echo is either an Echo-Capture, a second capture check that can take a sealed enemy group together, or an Echo-Lock, which permanently locks one of your tier-2 cells (once per game). Charges never come back — when to spend them is the mid-game.
Capture: encirclement and high ground
Stones are captured two ways. By encirclement: ring an enemy stone (the board edge can help) so the surrounding tiers outweigh its own, and it returns to its owner’s reserve — a stone on tier 0 can never be encircled. Or by displacement: move onto an adjacent enemy stone from a higher-tier cell, and you take its place. Either way, height decides — control the tiers and you control the captures.
The three win conditions
- Network — connect five of your tier-2 stones into one linked group. The builder’s win.
- Takeover — capture six of your opponent’s stones. The aggressor’s win.
- Strangle — leave your opponent with no legal Project at the start of their turn. The python’s win.
Three simultaneous threats on 37 cells is the engine of the game: defending against one usually means conceding tempo toward another.
If nobody wins, the game ends after 60 half-moves and a tiebreak decides it; repeating an exact earlier position loses. Hexodic has no luck and no hidden information — see the rules hub for why.
The measured numbers
| Metric | Measured value |
|---|---|
| Board | 37 cells (radius-3 hexagon) |
| Branching factor (half-moves 5 / 10 / 20) | 910 / 1,021 / 666 (design target: ≥35) |
| Draw rate | 0.5% |
| First-player win rate | 47.38% |
| Mean session length | 5.98 minutes (longest measured: 8.0) |
| Design iterations before shipping | 9 |
These come from the game’s own simulator, run at scale — 2,000 games against the ruleset that is live today. The ruleset is maintained as one canonical document with CI checks that fail if any client drifts from it — the game you learn here is the game everyone plays.