What makes Hexodic strategically deep?
Hexodic is deep because every turn changes both the pieces and the ground they stand on, and three different win conditions compete for the same small board. A Hexodic turn is a Project (Place a stone from reserve, or Move one once the reserve is empty), then a Shape that raises or lowers a nearby cell whenever a legal Shape exists, then an optional Echo. Because height decides captures and the Network win, a single Shape can help your attack and weaken your defence at once. The principles below follow from the rules; they are starting points, not measured win rates.
Key terms:
- Tier — a cell’s height: 0, 1 or 2.
- Tier control — deciding which cells stand high and which stay low.
- Tempo — who is forcing the other to respond.
- Dual threat — one turn that threatens two different wins, so one reply cannot stop both.
- Echo-Lock — an Echo that permanently locks a tier-2 cell under one of your stones, so neither player can raise or lower it and no stone can be Placed on it.
Principle 1: control the tiers, not just the cells
Hexodic captures depend on height, so tier control comes before stone count. A stone on a tier-0 cell can never be captured by encirclement, and a stone on higher ground needs more surrounding height to be captured; a stone on a tier-2 cell away from the board edge cannot be taken by the normal encirclement check at all. Once a player’s reserve is empty, a stone may Move onto an adjacent enemy stone on a strictly lower tier and capture it. Raise cells where your stones will stand, and lower cells your opponent is building toward. A Shape must target a cell near the stone you just Projected, and lowering draws on a limited per-game budget, so plan both.
Principle 2: play all three win conditions at once
Hexodic has three wins — Network (one connected group of your stones on tier-2 cells, large enough to meet the Network size), Takeover (reaching the capture target) and Strangle (your opponent begins a turn with no legal Project, meaning no legal Place and no legal Move). A player chasing only Network is easy to read. Tier-2 stones that extend your Network also make Move captures onto lower ground possible, so building toward one win should create pressure toward a second.
Principle 3: keep tempo with forcing turns
Hexodic rewards the player who forces replies. A turn that threatens to complete a Network or a capture makes the opponent spend their Shape defending instead of building. When you are not forcing anything, use the turn to prepare a threat, not to tidy your own position.
Principle 4: spend Echo charges on turning points
Hexodic gives each player a fixed number of Echo charges for the whole game, at most one Echo per turn, and no rule ever gives a charge back. An Echo-Capture runs a second, group capture check that can collapse a sealed enemy group; an Echo-Lock locks a tier-2 cell. Spending a charge early for a small gain leaves you without one when a group capture or a key defence becomes available.
Principle 5: Lock with the tiebreak in mind
Hexodic allows each player one Echo-Lock per game. A locked tier-2 cell can no longer be raised or lowered, which protects a Network link from a Shape, and locked tier-2 cells still count toward Network. The lock protects the cell, not the stone: a stone on a locked cell can still be captured. If a game reaches the half-move cap, the tiebreak compares unlocked tier-2 stones first, then total tiers under each player’s stones, then captures, then raises, so a Lock gives up part of the first count. Lock the cell your Network cannot survive losing, not the first tier-2 cell you build.
Principle 6: contain before you capture
Hexodic’s Strangle win rewards containment. A player is Strangled when they begin a turn with no legal Project: with stones in reserve, no cell they may Place on; with an empty reserve, no stone that can Move. A turn where only the capture cooldown blocks every Place is a skipped Project, not a Strangle. A captured stone returns to its owner’s reserve and gives them a Place again, so capturing can undo a Strangle you were building, while the cooldown requires that player’s next Place to be at least 2 steps from every cell where their stones were taken. Steady containment often beats one early capture.
Principle 7: build dual threats
Hexodic’s strongest turns threaten two outcomes, such as a Network link that also sets up a capture. The opponent has one Project, one Shape and at most one Echo to answer, so one well-built turn can decide the game. Avoid repeating an earlier position: an exact repetition with the same player to move is a repetition loss for the player who creates it.
Where to go next
The full rules are on the rules hub, and every term is in the glossary. The measured branching factor behind “deep” is on how Hexodic was measured, and the bot that learns from human wins is CL3O. Put a principle to work: get the Hexodic app.
Reviewed 2026-09-15.
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.
Every opening turn is a Project, a Shape and an optional Echo — so how many different turns can the first player choose from?
Have the engine count them
This panel has the rules engine enumerate every legal opening turn and count them, right on this page. It needs JavaScript. The measured branching factor across whole games is on how Hexodic was measured.