Hex skirmish (dungeon on a hex map)

A small skirmish on a hex map with walls, line of sight, movement and ranged attacks. Shows the board geometry functions.

The table of Hex skirmish (dungeon on a hex map)

2 players, together · cooperative

Two heroes (warrior and seer) against three monsters in a corridor with a wall and a gap. Each round every hero secretly picks a card (initiative, movement, attack or healing); the monsters draw one behaviour card per type. Lowest initiative goes first. Monsters pick their own target and walk to a cell from which they can attack. Win when all monsters are defeated; lose when both heroes fall or after eight rounds. A hero with an empty hand rests first: the discarded cards come back, one of them (at random) is lost for good; with fewer than two discarded cards the hero is exhausted and leaves the fight.

Our own small setup in the spirit of tactical dungeon games; no existing cards. A hero plays one card per round (no top and bottom halves). On equal distance a monster picks the hero with the lowest player number, not the one with the lowest initiative.

Goal and end of the game

  • Win all monsters defeated
  • Loss both heroes fallen or exhausted
  • Loss after the last round

How the game goes

Follow the track from top to bottom. ↻ repeats, a side track is a branch; under every step: what you decide there. Tap a step for what you decide there.

start↻ Battlestops through the end conditions↻ Heroes choose a cardper playerChoose a card (anempty hand rests…Monsters draw abehaviour cardOrder by initiative↻ Turnshero or monster (andstill on the map)if heroHero actsif monsterMonster actsEnd of roundend of the game
All steps in words
  1. Battle stops through the end conditions
    1. Heroes choose a card per player
      1. Choose a card (an empty hand rests first)
        • Choose cards in hand
    2. Monsters draw a behaviour card
    3. Order by initiative
    4. Turns
      1. hero or monster (and still on the map)
        • If hero
          1. Hero acts
            • Choose where to (staying is allowed)
            • If healing card: choose hero in range
            • Choose whom you hit
        • If monster
          1. Monster acts
    5. End of round

On the table

9 zones and piles
  • figures open — figures on the map; cell = where they stand
  • defeated open
  • hand per player · only its owner sees it
  • discard per player · open
  • lost per player · open
  • hero mod deck face down · shuffled — attack modifiers of the heroes
  • hero mod discard open
  • monster mod deck face down · shuffled — attack modifiers of the monsters
  • monster mod discard open

Cards and components

hero cards 8 items
  • Charge
  • Heavy Blow
  • Whirlwind
  • Cautious
  • Spark
  • Fireball
  • Restore
  • Slip Away
monster cards 6 items
  • Step and Strike
  • Quick Lunge
  • Crushing Blow
  • Shot
  • Running Fire
  • Take Aim

Under the hood

These rules are read straight from the game's model: the same data the engine plays with. For the exact expressions, the rules diagram and the model source:

Rules diagram · Model (YAML) · Edit a copy