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