A Hexodic game ends when a player wins by Network, Takeover or Strangle, when a player repeats an exact earlier position, or when the half-move cap is reached. Hexodic ends every game after 60 half-moves: a tiebreak then picks the winner, and only a full tie on every tiebreak step is a draw. The half-move cap is the LAST check Hexodic makes, so a win by Strangle or a repetition loss on the capping turn is the result instead of a tiebreak.
Reviewed 2026-09-15 against the Hexodic rules engine.
The half-move cap
A half-move is one player’s turn. If no one has won after 60 half-moves, the game stops before the next turn and goes to the tiebreak. The cap is checked last of all the game-end rules: if the capping turn leaves the next player with no legal Project, that turn is a Strangle win, and if it recreates an earlier position it is a repetition loss — either way there is no tiebreak. The value on this page is the one the Hexodic rules engine enforces; an older design document states a different cap, and the engine is authoritative.
The tiebreak
The tiebreak compares the two players step by step and stops at the first difference:
- more stones on unlocked tier-2 cells;
- higher total tier under all of the player’s stones;
- more captures;
- more raises made with Shape;
- otherwise, a draw.
Repetition loss
A player whose turn produces an exact position that already occurred in the game — the same stones, tiers, locks, reserves, charges, capture and raise counts, lowering budgets and player to move — loses immediately. A turn whose Project was skipped by the capture cooldown is not recorded and cannot trigger this rule. Repetition is checked after Strangle: a turn that both repeats a position and leaves the opponent with no legal Project is a Strangle win for the player who made it, not a repetition loss.
Order of checks
Hexodic checks the game-end rules in one fixed order every turn, and stops at the first one that fires:
- Network — the player who just moved has a connected group of their stones on tier-2 cells.
- Takeover — that player has reached the capture count Takeover needs.
- The half-move count increases and the turn passes to the opponent.
- Strangle — the opponent has no legal Project, so the player who just moved wins.
- Repetition loss — the new position exactly repeats an earlier one, so the player who just moved loses.
- The threefold draw, a safety net the repetition rule almost always reaches first.
- The half-move cap — the cap is reached, so the tiebreak decides the game.
Strangle is checked before repetition and before the cap, not after them: this is the order the Hexodic rules engine enforces (applyTurn reports Strangle in the same step that passes the turn). A Project skipped by the capture cooldown still counts as a legal Project, so a cooldown skip is never a Strangle.
Related
- Tiers — the first two tiebreak steps count them.
- Glossary: Half-move cap, Tiebreak, Repetition loss
- Why Hexodic games are short
- All rules
Get the Hexodic app and try to win before the tiebreak does it for you.
Run this rule
The rule below is not described here — it is executed here, by the same engine the game runs on. Opening a panel loads that engine; leaving it closed costs you nothing.
Hexodic ends every game after 60 half-moves.
Hand the engine a ply too many
This panel hands the rules engine a ply more than a game can contain and quotes its refusal word for word. It needs JavaScript; the cap itself is stated above.