Quick Rules¶
Preparation¶
| Step | |
|---|---|
| Team | Each player picks their heroes. One miniature per hero. |
| Components | Multiple D6 dice, Wound tokens, Activation markers, one HEX Counter per player. Set up a Battle Map. |
| Initiative | Both players roll 1D6. Highest goes first (reroll ties). |
| Deploy | Alternate placing miniatures on Initial Positions, starting with the first player. |
The Turn¶
Heroes of Hex uses a Continuous Activation System. Players alternate Turns, each activating one unit at a time, picking from their not-yet-activated units.
| Step | |
|---|---|
| 1 — Fate Roll | Roll 1D6. The result is your Action Points (AP) for this Turn. Negate your Fate by paying 3 HEX to reroll once. |
| 2 — Choose Unit | Pick one of your units without an Activation marker. |
| 3 — Unit Turn | Spend AP on Movement and Actions. Each action once per Turn. Some actions are paid with HEX instead of AP. |
| 4 — End Turn | Place an Activation marker by the unit. Gain 1 HEX. Pass initiative to your opponent. |
When all units were activated once, remove all activation markers.
Combat¶
Attacker rolls D6 equal to ATK (or SP ATK). Defender rolls D6 equal to DEF (or SP DEF). Each side keeps their highest die.
Combat Result = attacker's highest − defender's highest. A result of 0 or less is a miss.
| Attack | Wound | Death |
|---|---|---|
| Light | 1–3 | 4+ |
| Normal | 1–2 | 3+ |
| Heavy | 1 | 2+ |
A Wound adds a token. A unit is defeated when Wounds exceed its Vitality. A Death removes it immediately.