C.W.Holeman III

Right Bar

HST Clock

LOADING HST TIME

Books in Progress

Outline


Draft


Revisions 51/170

Beta Reads 20%

Outline


Drafting


Revisions
17/17!

Beta Reads
98%

Random Quote



Joke of the Week

There are only 10 kinds of people in the world: Those who know binary, and those who don't.

Fours & Hexes Fours & Hexes

Fours & Hexes is a fantasy tabletop wargame for between 2-4 players. A typical game runs roughly 30 minutes. (More players take more time.)

Each player commands a contingent consisting of four Pieces ranging from Elven Archers to Hobgoblin Knights. You will make tactical decisions to outsmart and destroy your opponents while taking elements such as terrain and shifting weather into account.

If you've ever wanted to dip your toes into wargaming but thought Warhammer was too intimidating, this is the game for you. If you enjoy Chess but find it too predictable, this is the game for you.

Set in The Paradigm Codex, you'll get glimpses into those worlds, but do not need to know anything about them to enjoy Fours & Hexes.

Resources

Rules

Rules - Rough Conversion From Markdown

Setup

Required Equipment

The Battlefield

Gameplay

Victory

You win by securing one of the following Victory Conditions:

Each Round:
- Draw a new Weather Card.

Each Turn:
- The Player Takes 1 Action.

Victory:
- The last player with Pieces remaining wins.
- There are a few other ways to lose.

Actions

Actions are one of the following:

Ranged Pieces can attack from further away, as specified (usually 3). The Defense against Ranged attacks is called Dodge.

Roll Success Impact
3 Botched - Friendly Fire: Your Piece takes 1 damage.
- Lose Initiative.
4-5 Poor Lose Initiative.
6-9 Normal Just deal damage.
10-11 Good Take Initiative.
12 Critical Take a bonus turn.

Special Actions

Healing (Mystic Physics)

Roll 3d4 to Heal one of your Pieces which is adjacent to your Mystic Physic. This increases the HP of that Piece up to the Piece's starting HP.

Arctic Attack (Yeti Sentinels)

An Arctic Attack freeze the defending Piece in place for 1d4 turns instead of dealing the typical 3d4 damage. Frozen Pieces cannot Attack or Move.

Entrenching a Hex (Dwarven Warriors)

Pieces

Each Piece has Pros & Cons, and also a little something Special. You can use Chess pieces, D&D Minis, Warhammer minis, or instant creamer packs you mark with a pen.

Piece Pro Traits Con Traits Special Traits
Elven Archer Range Squishy, Feeble Nimble
Giant Brute Strong Slow Hardy
Mystic Physic - Pacifist Heal
Shadow Tough Feeble Nocturnal
Hobgoblin Knight Armored Slow Keen
Worg Scout Fast Feeble Aquatic
Sorceress - Slow, Feeble Magic
Dwarven Warrior Hardy, Armored - Entrench
Yeti Sentinel - Pacifist Arctic

Piece Cards

Piece Traits

P/C/S: Pro, Con, Special.

Trait P/C/S Attribute Impact Special
Move (Normal) - Movement 3
Fast P Movement 5
Slow C Movement 2
Hardy S Movement Hills - full movement speed.
Nimble S Movement Woods - full movement speed.
Aquatic S Movement Water (Rivers & Lakes): +3 Movement speed.
Keen S Attack No penalties from Fog.
Nocturnal S Defense No penalties from Night.
Strong P Attack
Feeble C Attack
Armored P Defence ⊖ to attacker's Attack.
HP (Normal) - HP 9
Tough P HP +3
Squishy C HP -3
Heal S HP 3d4 - Action heals unit 3d4.
- Must be adjecent.
Range P Range 3 Attack from distance 3.
Pacifist C Attack - Cannot Attack.
- If you only have Pacifists left, you lose.
Entrench S - As an Action, add an Entrenchment to a Field.
- Entrenchments cause ⊖ to attacker's Attack.
- Any Piece can destroy an Entrenchment which they are on or adjacent to, as long as there is not an Enemy Piece on it.
Arctic Freeze other Pieces for 1d4 turns instead of Attacking.
- Pieces that attack it get frozen for 1d4 turns.
- Snow - full movement speed.
Magic P - Cairns - full speed movement.
- If standing on Cairn:
- Attack: ⊕.
- Enemies cannot heal within 2 range.

Terrain

Each type of Terrain has a different impact on movement, Combat, etc. Movement is impacted when entering the Terrain, Combat modifiers are when already situated on the Terrain.

Type Impact Roll To Generate ([[#Definitions\ RTG]])
Lakes
Rivers
- Movement: -2 .
- Attacks: ⊖
2-3
Hills - Movement: ⊖
- Attack & Defense: ⊕
9-10
Woods - Movement: ⊖
- Dodge: ⊕
4-8
Cairns - Movement: Impassable.
- Ranged Attacks cannot pass through.
- At the end of each player's turn any of their Pieces adjacent a to Cairn takes 1 Damage.
- Your Pieces do not take Damage from a Cairn which has one of your Sorceress on it.
- Sorceresses don't take Damage from Cairns unless an Enemy Sorceress is on it.
11-12

Terrain Cards

Weather

Weather Impact
Fog -Dodge: ⊕.
- When attacking a Piece in Fog, Attacker rolls 1d12. On a 1, they also take half the damage they dealt to the Defender.
- Roll RCx1 for center & 2d4 for radius.
Rain Range of Attacks cut in half. (Rounded up)
Snow All Piece's Movement -2
Hail At the end of each player's turn, roll 1d12.
- 1-6: All of your Pieces take Damage.
- Your Pieces in Woods take 1 Damage.
- All your other Pieces take 2 Damage.
- 7-12: No impact.
Thunderstorm At the end of each player's turn, roll 1d12.
- 1-4: Some of your Pieces take Damage:
- Your Armored Pieces on Woods or Hills take 2 Damage.
- Your un-Armored Pieces on Woods or Hills take 1 Damage.
- All other Armored Pieces take 1 Damage.
- 5-12: No impact
Night - At the end of each player's turn any of their Pieces adjacent a to Cairn takes 1d4 Damage rather than the normal 1 Damage.

- Your Pieces take +1 Damage from a Cairn which has an Enemy Sorceress on it.
Sunny No special Weather rules.

Weather Cards

Definitions