A tier is the height of a Hexodic cell: 0, 1 or 2. Every cell starts at tier 0, Shape raises or lowers cells one tier at a time, and a stone is exactly as strong as the tier under it — Hexodic stones have no rank of their own.
Reviewed 2026-09-15 against the Hexodic rules engine.
What tiers decide
- Encirclement — a stone on tier 0 cannot be encircled. A stone on tier 1 or 2 is captured only when the tiers of the stones around it outweigh its own tier (see capture).
- Move capture — a stone may Move onto an adjacent enemy stone only from a strictly higher tier.
- Network — the Network win counts only stones on tier-2 cells.
- Tiebreak — at the half-move cap, the first tiebreak step is the number of stones on unlocked tier-2 cells, and the second is the total tier under each player’s stones.
Tier control
Tier control is the Hexodic strategy term for owning where the high ground is. A player with tier control raises the cells under and around their own stones, spends lowers on the cells the opponent needs, and uses an Echo-Lock to freeze a tier-2 cell so it can never be lowered. Tier control leads directly to the Network win, because a Network needs 5 or more of your stones on tier-2 cells, all connected.
Related
- Shape — the only rule that changes tiers.
- Glossary: Tier and Tier control
- Hex grid strategy games — how height sets Hexodic apart.
- All rules
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