Hexarion Conquest – Core Rulebook (v1.9.3.1)
A 2-Player Tactical Fantasy Skirmish Game of Arcane Mastery and Strategic Positioning
INTRODUCTION
Hexarion Conquest is a 2-player tactical board game where players, called Hexlords, command champions known as Hexmasters across a 19-hex battlefield. With careful positioning, smart resource use, and powerful relics called Glyphexes, players battle for control of a fractured realm fueled by Core Energy (CE).
VICTORY CONDITIONS
A player wins if either of the following is true:
- Their opponent’s CE is 0 at the end of any turn (theirs or the opponent’s)
- All opponent Hexmasters are defeated and none remain in reserve or eligible for revival
COMPONENTS
Each player has:
- 6 Hexmasters (1 per class: Warrior, Archer, Rogue, Mage, Cleric, Druid)
- 12 Glyphexes (Lexicon) — no duplicates
- 1 Home Base (with CE tracker)
- 1 Sanctum Token
- Selector Rings (Focalis)
- Neutral caps (Siglums) and Runed Siglums for status effects
- 1 Overflow CE Token
Shared:
- 1 Resonance Hex – placed in the center hex of the board
- 19-hex circular battlefield (radius 3)
BOARD STRUCTURE
- 19 fixed hexes in a circular pattern
- Center hex = Resonance Hex (shared by both players)
- Each player places:
- Home Base on opposite point-hexes
- Sanctum Token, placed anywhere except:
- Not adjacent to their Home Base
- Not on the Resonance Hex
CORE ENERGY (CE)
- Players start with 1 CE
- Gain +1 CE at the start of each turn
- Max CE is 3, but 1 overflow CE can be held during the turn
- Overflow CE is discarded at the end of your turn if unused
CE Loss:
A player loses if their CE is 0 at the end of any turn
CE COSTS
Action | CE Cost |
---|---|
Attune a Glyphex | 1 CE |
Revive a defeated Hexmaster | 2 CE |
Activate a Variable Edict | 1 CE |
Activate a Class Edict | 1 CE |
Activate a Basic Edict | Free |
Move a Hexmaster | Free |
GAME SETUP (Corrected)
- Build Your Lexicon (before the match)
- 12 Glyphexes, no duplicates
- Shuffle and store in a blind draw container
- Hexmaster Draw Pool
- Randomly draw 1 Hexmaster from your pool at the start of each of your turns (until all 6 have been drawn)
- Draw 1 Starting Glyphex
- Place Home Bases on opposite point-hexes of the board
- Place Sanctums, obeying placement rules:
- Not adjacent to your Home Base
- Not on the Resonance Hex
- Randomly choose starting player and apply Echo Start
ECHO START PROTOCOL (v1.9.3.1)
Player 1:
- Starts with 1 CE
- Deploys 1 Hexmaster (adjacent to Home Base)
- Cannot move or act
- Cannot be targeted or damaged
- Does not gain CE at end of this pre-turn
Player 2:
- Starts with 1 CE
- Gains +1 CE at start of their first full turn (total: 2 CE)
- Takes the first full turn
TURN STRUCTURE
Each player’s turn has 5 phases:
1. Draw Phase
- Gain +1 CE (max 3 + 1 overflow)
- Draw 1 Glyphex
- Draw 1 Hexmaster (if any remain)
2. Deployment Phase
- If you have fewer than 3 active Hexmasters, you may deploy 1:
- Must be adjacent to your Home Base
- Cannot move or act this turn
- Cannot be targeted or damaged
- Cannot be attuned on the same turn it is deployed
3. Action Phase
- Choose 1 Hexmaster
- That Hexmaster may:
- Move (free)
- Activate 1 Edict
Edict Type | Cost |
---|---|
Basic Edicts (Attack, Dash, Fortify) | Free |
Variable Edicts (from Glyphex) | 1 CE |
Class Edicts (once per game) | 1 CE |
You may not move one Hexmaster and activate a different one — both actions must be from the same unit
4. Resolution Phase
- Apply Edict effects
- Handle status markers, CE changes, Glyphex discards
- If a Reclaimed Glyphex is destroyed again, it is permanently removed
5. End Phase
- Lose any unused overflow CE
- Remove expired effects (Shielded, Rooted, etc.)
- Check CE: If CE = 0, that player loses
- Discard any destroyed Glyphexes
STATUS EFFECTS
Status | Effect |
---|---|
Shielded | Blocks the next source of damage |
Silenced | Cannot activate Edicts on next turn |
Rooted | Cannot move until the end of next turn |
Marked | Takes +1 damage from the next damaging effect |
Immovable | Cannot be displaced or pushed |
CLASS EDICTS (Once per Game)
Class | Core Edict | Effect |
---|---|---|
Warrior | Hold the Line | Gain Shielded. Cannot be moved until your next turn |
Druid | Rootstep | Move 1 hex. Leave behind a Rooted Hex |
Mage | Arcshock | Deal 1 damage to a target and all adjacent enemies |
Archer | Long Shot | Deal 1 damage to a unit 2–3 hexes away in a straight line |
Cleric | Soul Echo | Spend 1 CE to revive a Hexmaster defeated last turn |
Rogue | Slipstrike | Move 1 hex, then deal 1 damage to an adjacent enemy |
ATTUNEMENT RULES
- Costs 1 CE
- Can only be done on a Hexmaster already in play
- Cannot be used on the same turn as deployment or revival
- A Glyphex grants:
- 3 Basic Edicts: Attack, Dash, Fortify (free)
- 3 Variable Edicts (1 CE to activate)
- Use the Focalis ring to select the active Edict
- A Hexmaster may not use the same Edict 2 turns in a row
DEFEAT & REVIVAL
- When a Hexmaster is defeated:
- Remove it from the board
- Discard its Glyphex
- If fresh, goes to discard
- If Reclaimed, it is permanently removed
Reviving a Hexmaster:
- Costs 2 CE
- Must be placed on or adjacent to any Sanctum
- May revive next to an occupied Sanctum
- Cannot act or move this turn
- Class Edict does not refresh when revived
SPECIAL HEXES
Hex | Effect |
---|---|
Resonance Hex | If a Hexmaster starts your turn on this hex, you gain +1 CE |
- If this pushes CE above 3, that extra CE becomes overflow
- Overflow CE must be used that turn or it is lost
| Sanctum | Revival point placed during setup - Must be placed not adjacent to Home Base and not on the Resonance Hex
- Can be used by either player
| Rooted Hex | Trap left by Rootstep or Root Trap - Triggers when an enemy enters
- Roots them and is then removed
- Max 1 active Rooted Hex per player
GLOSSARY
Term | Definition |
---|---|
Hexmaster | A unit controlled by the player on the board |
Hexlord | You, the strategic player commanding your team |
Glyphex | Upgrade relic with 3 Basic + 3 Variable Edicts |
Lexicon | Your 12-Glyphex pre-game deck |
Focalis | Selector ring used to choose active Edicts |
Siglum | Neutral cap on top of Hexmaster |
Runed Siglum | Status marker (Shielded, Rooted, etc.) |
Attune | Attach a Glyphex to a Hexmaster (1 CE) |
Aspect | Lore term for a manifested Hexmaster |
Reclaim | Return a discarded Glyphex once per game |