Hexarion Conquest – World & Game Overview
A Two-Player Tactical Fantasy Skirmish Game of Arcane Mastery
Core Game Summary
- Players: 2
- Genre: Tactical, collectible, strategic board game
- Win Conditions:
- Reduce opponent’s Home Base to 0 Core Energy (CE)
- Eliminate all opposing Hexmasters with none remaining to draw
- Reduce opponent’s Home Base to 0 Core Energy (CE)
Gameplay Overview
- Played on a 19-hex circular board
- Each player controls up to 3 Hexmasters at once
- 1 Hexmaster may move and act on their player’s turn but only 1 Hexmaster per turn
- Players draw and attach Glyphexes, rotating them to reveal powerful abilities
- Core Energy (CE) is spent to upgrade, revive, and fuel abilities
- Strategic locations on the board include:
- Resonance Hex (center — potent CE interactions)
- Sanctums (placed by each player — revival points)
- Home Base (tracks CE; cannot be entered or attacked directly until late-stage abilities allow)
- Resonance Hex (center — potent CE interactions)
Hexmasters
- Units on the board — champions bound to the player’s will
- Each has:
- 1 HP
- A class-specific Core Edict
- Can be upgraded with a Glyphex
- 1 HP
- Class Edicts can be selected on Attuned Hexmasters by rotating the Focalis to point the Class Edict at the target.
Classes & Core Abilities
Class | Core Ability | Edict Symbol | Role |
Warrior | Hold the Line | ![]() | Frontline tanking, denial |
Archer | Long Shot | ![]() | Ranged strike, chip pressure |
Rogue | Slipstrike | ![]() | Flanking, repositioning attacks |
Druid | Rootstep | ![]() | Terrain traps, control |
Mage | Arcshock | ![]() | Area-of-effect damage |
Cleric | Soul Echo | ![]() | Utility, recovery |
Glyphexes
- Hexagonal upgrade relics
- Contain:
- 3 Basic Abilities (Attack, Dash, Fortify) – these are free to activate, the do not carry a CE cost to use.
- 3 Variable Abilities (drawn from a shared ability pool) – these generally cost 1 CE to activate.
- 3 Basic Abilities (Attack, Dash, Fortify) – these are free to activate, the do not carry a CE cost to use.
- Players build a 12-Glyphex deck before the game
- Glyphexes are attached to Hexmasters and rotated each turn to reveal active abilities
- Over 364 combinations possible with 14 core abilities
Core Energy (CE)
- Main resource: used to upgrade units, revive, and fuel advanced effects
- Players gain 1 CE per turn, starting from Turn 1
- Max CE is 3, with a temporary overflow CE allowed on the player’s turn only
- CE is also the HP of a player’s Home Base
World of Hexarion
A once-stable realm governed by six ancient metaphysical constructs called the Arcanodes. When these collapsed in an event known as The Fracture, reality shattered, and magic became unstable.
In the aftermath, six philosophical factions arose: the Hexbound Orders, each interpreting the Fracture through their own lens. Their champions, called Hexmasters, fight ritualized battles across fractured terrain. The players themselves are known as Hexlords — strategic entities commanding from beyond the field.
The Arcanodes & Their Collapse
Arcanode | Domain | Collapse Effect | Associated Order |
Motion | Kinetics | Spatial instability | Emberclave |
Form | Structure | Melting, instability | Obsidian Vow |
Essence | Identity | Shifting shapes, mutations | Wyrmroot Pact |
Thought | Perception | Illusions, dissonance | Circle of Veil |
Connection | Energy links | Bond severing, misfires | Runehand Concord |
Will | Intention | Dormant, reactive chaos | Shardbound Chorus |
Hexbound Orders
Factions born from the Fracture, each with their own founding myths, tactical philosophies, and regional dominion.
Order | Style & Flavor |
Emberclave | Tempo, burn, aggression (Motion) |
Obsidian Vow | Fortification, denial, patience (Form) |
Wyrmroot Pact | Terrain traps, slow pressure (Essence) |
Circle of Veil | Illusion, silence, disruption (Thought) |
Runehand Concord | CE control, recursion, optimization (Connection) |
Shardbound Chorus | Volatile, reactive, instinctive play (Will) |
Lore Highlights
- The Fracture shattered reality — the catalyst event for all current systems
- Glyphexes are not made — they are fragments of law from the broken Arcanodes
- Hexmasters are conduits. Hexlords are the architects behind them
- The Duel Protocol was formed after the Coreveil Convergence, standardizing sacred combat
- Tales of the Fracture volumes provide in-universe stories, myths, and expansion hooks
Tales of the Fracture – Volumes I–IV
These lore books cover:
- Key events (Fracture, wars, collapses)
- Order founding myths
- CE anomalies, forbidden Glyphex tech
- Legendary Hexlords, strategic mysteries, and glyphwright lore