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DEV LOGΒΆ

This is a Live Document where we will post all the updates and changes made to the game. Check back often to stay up-to-date with the latest developments!

Change LogΒΆ

🎲 Version 0.5: A Fresh New Start¢

The biggest update in Heroes of Hex is here! After months back at the drawing board, the entire core game has been rebuilt from the ground up, and we couldn't be more excited to put it in your hands.

Heroes of Hex is now faster, deadlier, and more accessible than ever. Rebuilt around modern skirmish design principles, it features a unique Continuous Activation System (no traditional rounds β€” players alternate activations, one unit at a time), a streamlined resource system, and a cleaner gameplay flow that keeps players engaged from start to finish. The old layers of bookkeeping have been replaced by a dynamic opposed-roll combat system where attacker and defender clash head-to-head, making every battle a tense contest of skill and risk. Tactical decisions matter a lot, but the spicy uncertainty of the dice ensures that every fight remains dramatic and fun.

Getting to the table is easier than ever! The new Team Builder replaces the old Character Creation, so you assemble your heroes by simply picking their Classes, with no character sheets or skill-shopping to slow you down.

It now also targets 28 mm miniatures (1 inch base), widening the battlefield while keeping the same small footprint, it's now ready for the D&D miniatures you already use at your RPG table.

Work in Progress

Version 0.5 is still in active development. We're sharing it early so you can play it, push it to its limits, and help shape where it goes next. Grab your dice, jump in, and tell us what you think!

Here's everything that changed:

πŸ“Œ Core Rules: Complete RedesignΒΆ

  • New Continuous Activation System. Players no longer take one big turn each, and there are no traditional rounds. Instead they alternate activations, one unit at a time, each picking from their not-yet-activated units, so neither side gains a structural advantage from acting first or from an unbalanced unit count. Initiative is decided by a single 1D6 roll and passes back and forth.
  • Fate Roll replaces Resource Gathering. At the start of each unit's Turn you roll 1D6 (the Fate Roll); the result is the Action Points (AP) that unit may spend. The old 5-dice, three-reroll Yahtzee-style Resource Gathering and the Power / Technique / Will attribute system have been removed.
  • New opposed-roll combat. Attacks are resolved as an opposed roll: the attacker rolls D6 equal to their Attack attribute, the defender rolls D6 equal to their matching Defense; each keeps their highest die, and the Combat Result (attacker βˆ’ defender) decides the outcome.
  • New unit profile. Units now use Attack / Special Attack and Defense / Special Defense (1–3 dice each), a Vitality value, and a Cost / Distance / Max Movement profile. The old single HP value is replaced by Wounds and Vitality.
  • Light / Normal / Heavy damage. Damage type and Combat Result determine whether an attack deals a Wound or an instant Death. HP, Lethal Damage and the old fixed-damage model are gone.
  • HEX reworked. You gain 1 HEX at the end of every Turn you take, with no cap. HEX pays to reroll the Fate Roll (3 HEX) and to activate certain Class Actions. Fate Burst has been removed.
  • New Activation rule: when you activate a unit, place an Activation marker next to it. You can only activate units without a marker; once all your units are marked, remove every marker and the cycle restarts. A player with a single unit can activate it every Turn.
  • Reactions are Actions with the Reaction keyword, paid in HEX.
  • Tokens greatly simplified. Most status tokens (Bleeding, Burned, Marked, Shielded, Weakened, Asset) have been removed for now. The current ruleset uses Wound, Focus and Poison.

πŸ“Œ Content and Components:ΒΆ

  • Class roster trimmed to 10: Knight, Assassin, Mage, Barbarian, Gunslinger, Ranger, Cleric, Samurai, Paladin and Trickster. All other archetypes (Druid, Demon, Vampire, Occultist, Dark Warrior, Bestial, Mystic Warrior, Duelist, Sorcerer, Martialist, etc.) have been retired for now.
  • Character Creation is gone. Say hello to the Team Builder. Building a team is now as simple as picking your Classes: each one ships with a fixed profile of three Actions. The old flow of choosing an archetype and hand-picking 3 skills per hero has been retired in favor of this faster, pick-up-and-play approach.
  • The official miniature base size is back to 1 inch (28 mm). Maps and components are sized for 28 mm miniatures.

πŸ“Œ Resources:ΒΆ

  • Downloadable PDF Rulebook. A complete, print-ready PDF of the rulebook is now available on the Resources page.
  • New Battle Map: a fresh Base Skirmish Team Match (A4) PDF sized for 28 mm miniatures, replacing the old BoardEmpty/BoardFilled/BattleMaps files.
  • New Paper Tokens: printable 16 mm paper tokens PDF (Wound, Focus, Poison) replacing the old Tokens_A4 sheet.
  • Party Sheets removed. The old archetype-based party sheets (Vanguard, Adepters, DungeonDivers, Hellish) have been retired alongside the archetypes they tracked.
  • 3D print STL files removed. The Counter and Dice_Attributes STL files have been removed; they belonged to the old resource and attribute-dice system.

πŸ“Œ Website:ΒΆ

  • All Archetype pages were replaced by a single Classes page listing the 10 current Classes.
  • Rewrote the Quick Rules, Getting Started and Compendium around the new dice-combat system.
  • Updated the Home page pitch and navigation.
  • Reworked the Resources page to match the new components.

Version 0.3ΒΆ

πŸ“Œ Core Rule:ΒΆ

  • Resource system got a complete overhaul. Replaced the 6 elemental resource system with a new 3 attributes based system based on Power, Technique and Will
  • Generic "Energy" is now called "HEX" as the official name of the "Player's resource. It was this before, but now it's formalized.
  • Resource Dice are not kept between turns anymore. All unused Resource Dice are converted to HEX at the end of your turn. (1 Resource Die = 1 HEX)
  • Reaction Skills have their costs changed to be paid with HEX instead of Resource Dice.
  • Reworked and Balanced most of the Archetypes to fit the new Resource System
  • Reworked all Tokens to fit the new Resource System
  • New Solo and Cooperative Game Mode added. You can find the rules in the Solo & Coop page and some sample Scenarios in the Solo & Coop Page.

πŸ“Œ Content and Components:ΒΆ

  • New Archetypes: Dark Warrior, Demon, Bestial, Gunslinger
  • The maximum official supported miniature base size is now 32mm instead of 1 inch.
  • Maps are now 32mm base compatible.
  • Multiple Battle Maps available in 32mm base size.
  • New Printable Tokens for the Resources Page
  • New Fillable Party Sheet

πŸ“Œ Website:ΒΆ

  • New Theme
  • New Images in the Resources Page for better visualization of the materials
  • Improved "How to Play" section in the Index Page
  • Improved Compendium with Token Images and more content
  • Improved Quick Rules with Images and better layout
  • Added internal links in multiple pages and terms for better navigation

Version 0.2ΒΆ

  • Added 6 archetypes: Trickster, Occultist, Paladin, Vampire, Gunslinger, and Mystic Warrior.
  • Improved compendium and many pages in general

Version 0.1ΒΆ

The First Version of the Game Rules is out!

After months of development, testing, and refining, we are excited to share the initial version of Heroes of Hex with you. This version includes the core mechanics, basic rules, and a selection of archetypes to get you started on your adventure. We encourage you to explore the game, provide feedback, and join us in shaping the future of Heroes of Hex.