Echo: three charges, spent once each.

Hexodic's only scarce resource — an optional burst at the end of a turn that either captures more or locks the ground.

Echo is the optional third step of a Hexodic turn: the player may spend a charge on either an Echo-Capture or an Echo-Lock. Each Hexodic player has 3 charges for the whole game, at most one Echo happens per turn, and no rule ever gives a charge back.

Reviewed 2026-09-15 against the Hexodic rules engine.

Echo-Capture and Echo-Lock

  • Echo-Capture — after the normal capture check, run a second, group capture check in which enemy stones next to a target count as walls instead of protection. Echo-Capture is legal whenever you hold a charge, even if it would capture nothing.
  • Echo-Lock — permanently lock a tier-2 cell that one of your stones stands on. Each player may Echo-Lock once per game.

Skipping the Echo costs nothing, and most Hexodic turns skip it.

Why charges are the mid-game

Because charges never return, every Echo is a decision about the rest of the game. An Echo-Capture spent early for one stone is a charge that cannot collapse a larger sealed group later; an Echo-Lock spent too early protects a cell the Network may never use. The Echo → Echo-Capture → Takeover chain is the fastest way to convert position into captures, which is why a player holding charges is a threat even on a quiet board.

Get the Hexodic app and save a charge for the endgame.