Hexarion Conquest – Quick Start Guide
Version 1.9.3.1 – Tactical Fantasy Skirmish for 2 Players
This guide is intended to get you playing as quickly as possible. For more details see the How to Play section of this website for more details.
How to Win
- Reduce your opponent’s Core Energy (CE) to 0 at the end of any turn
- Defeat all opponent Hexmasters, with none left to draw or revive
Game Setup
- Build Your Lexicon
- 12 unique Glyphexes (no duplicates)
- Shuffle and place in a pouch or blind draw box
- Prepare Hexmasters
- The six Hexmaster bases are generic. Their class is determined by the Focalis placed on the base. So the Focali are placed into a pouch or blind draw box and one is selected each time you must “draw a Hexmaster” and placed on one of the generic bases to make that piece that class of Hexmaster.
- At the start of each turn, draw 1 focalis randomly (until all are drawn) and place it on a base Hexmaster piece.
- Draw Starting Glyphex
- Draw 1 Glyphex before starting
- Place Board Components
- Place Home Bases on opposite point-hexes
- Each player places 1 Sanctum:
- Not adjacent to your Home Base
- Not on the Resonance Hex (center)
- Determine Starting Player & Apply Echo Start
Echo Start Protocol
Player 1:
- Starts with 1 CE
- Deploys 1 Hexmaster (no move or action, untargetable)
- Gains no CE at end of pre-turn
Player 2:
- Starts with 1 CE
- Gains +1 CE at start of Turn 1 (total 2 CE)
- Takes the first full turn
Turn Structure
- Draw Phase
- Gain +1 CE (max 3 + 1 overflow)
- Draw 1 Glyphex
- Draw 1 Hexmaster (if available)
- Deploy Phase
- Deploy 1 Hexmaster (if fewer than 3)
- Place adjacent to Home Base
- Cannot act or be attuned this turn
- Action Phase(1 Hexmaster only)
- Move (Free)
- Activate 1 Edict (see cost table below)
- Resolution Phase
- Apply Edict effects
- Check Reclaim, CE changes, discards
- End Phase
- Lose overflow CE
- Remove expired status effects
- If CE = 0 → that player loses
Core Energy (CE) Costs
Action | Cost |
---|---|
Move | Free |
Basic Edicts (Attack, Dash, Fortify) | Free |
Variable Edict | 1 CE |
Class Edict (1x per game) | 1 CE |
Attune Glyphex | 1 CE |
Revive Hexmaster | 2 CE |
Status Effects
Use Runed Siglums to mark:
Status | Effect |
---|---|
Shielded | Prevents next damage |
Silenced | Cannot use Edicts next turn |
Rooted | Cannot move next turn |
Marked | +1 damage from next hit |
Revival Rules
- Costs 2 CE
- Revive on or adjacent to any Sanctum
- Revived Hexmasters cannot act or move that turn
- Class Edict does not refresh
- Glyphex is discarded upon defeat (permanently removed if Reclaimed before)
Special Hexes
- Resonance Hex (center):
Start your turn on it = gain +1 CE
(Overflow if >3; lost at end of turn) - Sanctum (placed during setup):
Used to revive Hexmasters. Shared by both players. - Rooted Hex:
Created by Rootstep or Root Trap.
Triggers on entry. Roots 1 enemy. Then removed. Max 1 per player.
Summary Checklist
✔ Build Lexicon (12 Glyphexes)
✔ Randomly draw Hexmasters each turn
✔ Start with 1 CE
✔ Move + Edict each turn with 1 Hexmaster
✔ Spend CE wisely
✔ Claim the Resonance — or survive the storm