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RULES & GUIDELINES

Objective of the game

Welcome to the world of Hexia Lexia; a world of words.  Six tribes live upon this land – Semantica, Syllabaria, Lexicana, Syntaxia, Alphabetica, and Linguaria. Each of these tribes share the same goal –  reaching the great kingdom in the sky, the Kingdom of Urtext 1 .

To reach this kingdom, each tribe must build a Tower of Words 2.

The first tribe to reach the pinnacle of their tower wins the game.

However, because each tribe selfishly aims to claim the Kingdom of Urtext for itself, conflict arises. Each player also needs to assemble a battalion 3 to engage in battle and conquer other tribes’ words.

Harvesting Season

Each player starts their turn with a harvest season. They can gather up to 6 tiles from the Kingdom of Urtext 1 and place them in their 6 camps 2, facing up for others to see. During their turn, a player can temporarily hold more than 6 tiles. However, by the end of their turn, if a player has more than 6 tiles and not enough camps, they must release the extra tiles by placing them in adjacent towns 3.

Examples of tiles harvested (Facing upwards):

Back of tiles:

Building your tower

A player constructs their Tower of Words using the letters in their camps. They can begin building their tower immediately upon their turn, using the letters in their camps.

Starting from the tower level 1 nearest to them, players build from left to right. Each word is separated by a single space, which players obtain from their spacebar 2 . Players can move spaces freely between their spacebar and tower.

A tower level may conclude with a space, and words cannot span across two tower levels.

Once the first tower level is finished, players can advance to constructing the second level, continuing until they reach the pinnacle of the tower.

Words in the tower may be swopped around in a player’s turn.

Assembling your battalion

With the tiles acquired from the Kingdom of Urtext, a player must also assemble a battalion of words using letters from their camps.

Players start building their battalion from the line closest to them, proceeding from left to right. 1 Each word is separated by a single space, which players acquire from their spacebar. Players can move spaces freely between their spacebar and battalion.

A battalion line may conclude with a space, and words cannot extend across two battalion lines.

Words in the battalion may be swopped around in a player’s turn.

Declaring war

Once a player has established some words in his battalion, they can go into combat.

An attacking player goes into combat by committing the last placed word in his battalion on their battle front. 1

Once a word is committed to the battle front, a player can’t draw it back to the battalion.

The attacking tribe needs to call a tribe they wish to battle (the defending tribe), to their own battle front.

The defending tribe needs to commit the last placed word in their battalion to their own battle front. 2

If the defending tribe does not have any words in their battalion, they need to commit the last word in their tower to their battle front.

The attacking and defending tribe then counts up the value of their words and write the value down in their word health hex.

The attacking tribe

The defending tribe

Attacking & Defending

The attacking tribe launches an attack against the defending tribe by rolling the d12 battle die and recording the value in the dice value hex. 1

The defending tribe follows suit by rolling the battle die and recording the value in their own dice value hex. 2

The d12 battle dice are valued between 1-10 with two blank sides. If a user rolls a blank, it is a missed attack and “0” should be recorded in their dice value hex.

Both tribes then add up their word health and dice value to determine their attack value, which is recorded in their attack value hex. 3

The player with the highest attack value wins the battle round.  The defeated tribe must reduce their word health by 1 and adjust it accordingly in their word health hex. 4 This process repeats until one player’s word health reaches 0 or the difference between their word health values is more than 9.

The victorious player claims the defeated word to use as they see fit. It can be placed in the battalion, tower, or broken up to form new words. Initially, a player can only battle one word per turn (see battle benefits).

If the combined value of the defending and attacking words exceeds 9 at the start of the battle (i.e., if the defending tribe cannot surpass the attacker’s combined word health and dice value), the attacker can claim the word of the defending tribe; this is called a massacre.

Spells and Potions

Health Potions: Players can bolster their word health by placing up to 3 health potions in the health potion hexes. 1   The value of the health potion is added to the word health hexes. 2 Once the adjusted word health value is record in the word health hex, the potions must be placed in any town, adjacent to the player.

Damage spells: Players can increase the potential damage to a word in combat by placing up to 3 damage spells in the damage spell hexes. 3 This must be done before the players roll the battle dice. If a player wins a battle round, the value of the damage tiles is deducted from the losing player’s word health. Once the adjusted word health value is recorded in the word health zone, the damage spells must be placed in any town, adjacent to the player.

Health Potions:

Damage spells:

Going on a campaign

If a player desires to acquire the letters from any of the towns, they may embark on a campaign. To initiate a campaign, the player rolls a campaign die.

The player can then claim all the tiles from the town corresponding to the symbol displayed on the die. 1

Campaign Die Sides

Benefits of a strong battalion

Upon completing each battalion line and advancing to the next battalion, players will encounter various benefit hexes. Once a player’s words cover these hexes, they obtain certain benefits. Here is a breakdown of the benefits provided by each hex:

Increase amount of campaign dice used

The player gains the ability to use 2,3 or 4 campaign dice (depending on the value of the covered hex) during campaigns. Player then chooses the highest value.

Increase potential damage in battle

If a player wins a battle round, the damage value in battle is reduced by 2,3 or 4 (depending on the value of the covered hex). Player then chooses the highest value.

Increase battle stamina

The player can battle up to 2,3 or 4 words (depending on the value of the covered hex) in a turn.

Increase the amount of battle dice used

The player gains the ability to use 2,3 or 4 battle dice (depending on the value of the covered hex) during battles. Player then chooses the highest value.

Tile set-up

The number of tiles to be used in the game is determined by the number of players. The more players there are, the more tiles are required. The Kingdom of Urtext has 61 spaces reserved for tiles. If more space is required, the tiles can be stacked in levels. Here is how many tiles are required for a specific number of players

12

2

2

4

14

2

2

2

12

2

2

4

2

4

10

2

2

6

4

6

4

2

2

2

2

2

2

2

2

2

2

2

24

4

4

8

28

4

4

4

24

4

4

8

4

8

20

4

4

12

8

12

8

4

4

4

4

4

4

4

4

4

4

4

36

6

6

12

42

6

6

6

36

6

6

12

6

12

30

6

6

18

12

18

12

6

6

6

6

6

6

6

6

6

6

6

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