Hex Hex Next
Hex Hex Next Rulebook
Table of Contents
Table of Contents
Game Components
- 94 HEX•HEX Cards
- 6 Voice Cards (to track your score)
- 6 Voice Tokens (glass beads)
- 14 Hex Tokens (6 Standard Hex Tokens [red], 8 Enhanced Tokens)
Setting Up
Carefully punch out all 14 Hex Tokens from the Token Sheets. Discard the waste. Remove the six cards entitled VOICE from one of the two wrapped card decks and place them aside. Then shuffle the remaining 94 cards together thoroughly. Be sure to break up clumps of cards with the same name.
Determine the number of rounds to be played. Each game of HEX•HEX is composed of a number of rounds (or hands) equal to the number of players plus one. So if you've got 5 players, play 6 rounds.
Give each player a VOICE Card. Voice is the measure of how much power and influence you command in the group. All players begin the game with an equal Voice. Represent this by placing a Voice Token on the diamond-shaped number 5 on the Voice Card. During play, players will gain and lose Voice through the casting of Hexes at one another. At the end of the game, the player with the most Voice wins, earning them the right to have the final word and lay down the law.
Choose a player at random to be the dealer. Deal each player 5 cards face down. As a general rule, you will only receive cards at the beginning of a given hand - so as you play, your hand will become depleted. The remaining cards are placed face down beside the dealer. When the deck itself runs out of cards, reshuffle the discard pile into the deck - but not until then.
The HEX•HEX Deck
The HEX•HEX Deck is composed of 94 cards that players will use to deflect Hexes away from themselves and towards other players - as well as to alter the Hex's power or abilities. HEX•HEX cards fall into 5 distinct categories and are detailed here with representative cards for each group. Only a portion of the available cards in each group are shown.
Basic Deflections
- Turn Aside Left - Hex passes to the player on your left.
- Turn Aside Right - Hex passes to the player on your right.
- Deflect Across - Hex passes to a player across the table. If more than one player, choose one.
Basic Deflections are just that. They deflect the Hex away from you, towards another player. Basic Deflections make up most of the deck.
Enhanced Deflections
- Double & Thrice (marked with a dot) - The Hex is duplicated. Simultaneously, one Hex passes left, the other right. When they go off, the Hexed will lose three Voice. The Hexor gains two Voice.
- Rot (marked with a dot) - Hex passes to a player you choose. The Intended instantly loses one Voice. This effect does not cause the Hex to "go off" or cause a player to be HEXED. Repeat this effect for each player who is passed the ROT Hex hereafter this round.
- Knock Aside Right - Hex passes to the player on your right. Before doing so, take one card at random from that player and place it into the hand of the player on their right.
Enhanced Deflections pass the Hex and cause additional effects as a result of having played the card. Some, marked with a dot, require you to add the matching Enhanced token to the Hex targeting you.
Counter Hexes
- Absorb - You may play this card even if it is not your turn. Cancel the last card played and place the targeted card in your hand. If the player has another card, they may play it instead. (HEX HEX may not be Absorbed)
- Challenge - Pass the Hex to a player holding at least one card. If they do not send the Hex back to you with their next play, they instantly lose two Voice. If they do, you lose one and they gain one. This effect does not cause the Hex to "go off" or cause a player to be HEXED.
- Scorch - Play on another player as they become The Intended but before they play a card. Choose 'Left' or 'Right'. That player must show you a card with the named direction on it from their hand. If not, they are HEXED and you gain 2 Voice. Other points are awarded normally.
These cards are used to disrupt the best laid plans of others. You may cancel cards they play, absorb cards for your own use, challenge them or burn 'em before they have a chance to react. Many can be played out of turn. Save them for critical moments.
Play Only When Hexed
- Right Is Might - Play only when Hexed. Instead of losing Voice, gain one Voice for every Turn Aside Right played this Round.
- Divide & Conquer - Play only when Hexed. You do not lose Voice from the Hex targeting you. Instead, assess the full amount of that would be loss to the players on your immediate left and right.
- Pox - Play only when Hexed. Suffer the loss of one additional Voice for any and all Standing Effects in play when the Round ends. (yeah, this is a bad card to have)
These cards are time bombs. Most are either good news for you or bad news for someone else. But here's the trick... they only trigger if the Hex actually "goes off" on you. That said, you can't simply choose to be Hexed. So, if you have cards that would allow you to pass the Hex, you must play those first. But when HEXED as a result of having no other cards that allow you to legally pass the Hex or because another player causes the Hex to "go off" on you prematurely (as with Scorch) they must be played, for good or ill. If you hold more than one card of this type in your hand, choose one to play for each time you are HEXED.
Play When Dealt / Standing Effect
- Shackle - Play immediately when dealt. Draw a card. Name a player. If you are Hexed this round, the named player will suffer the same loss or gain of Voice. + Standing Effect +
- No Man's Hand - Play immediately when dealt. Discard your hand. When you become the Intended, choose a card at random from another player and play it as if it was your own. Return card to the owner after playing. If unable to pass legally as a result, you are Hexed. + Standing Effect +
- Bind - Play immediately when dealt. You may choose to keep all or none of your unused hand at the end of each Round. Refill your hand up to your maximum hand size. + ENDURING Standing Effect +
These cards are played immediately when dealt and resolved before a round of play begins. Check for these as soon as you get your hand. Some may be Standing Effects and continue to affect play until the round ends. ENDURING Standing Effects stay in play from round to round - until dispelled or stolen.
Starting the Game
After dealing each player 5 cards, give players ample time to read and understand the cards in their hand. If you received any cards that read, 'Play immediately when dealt', play those cards and resolve their effects before beginning the round. No other cards may be played until the round officially begins (not even Hex Hex). Note: Since these cards are played before the round begins, they do not count as 'the first card you play during a round' and do not satisfy the condition listed on cards like Dismiss or Detonate (cards from original game). When all players are ready, the round may begin.
Playing the Game
Play begins with the player to the left of the dealer. This player casts the first Hex, not with a card, but by saying aloud, "HEX•HEX, (target player name)". The named player is now The Intended target. Place a standard (red) Hex token in front of that player. When a Hex token is passed to a player, it becomes their turn. In response, The Intended may play a card from their hand onto the table face up in front of them. In most cases, it will be a basic deflection that redirects the Hex to another player. When a Hex is deflected, pass the Hex token to The Intended target after playing your card.
Other cards may pass the Hex to another player with additional effects. For example, the Hex may become more powerful, force a discard or create a duplicate Hex that gets passed around simultaneously. Follow the specific instructions on the card. Where those instructions conflict with the general rules printed on this sheet, the card prevails. Note: All effects on a Hex are cumulative. For example, it is possible to Double and Thrice an already Double and Thriced Hex. Stack the appropriate tokens as you pass them to make it easier to keep track of all effects on a Hex.
Getting Hexed
Play continues in rapid-fire succession as player after player deflects the Hex around the table. At some point, a player will be unable to pass the Hex, either because they hold no cards in their hand or the cards they are holding do not allow them to pass the Hex. When this occurs, the player is HEXED. Under normal circumstances, when a Hex "goes off" on a player, The Hexed loses one point of Voice and the player who targeted them gains one point of Voice. If The Hexed would lose additional Voice through a card like Rend, the player who targeted them still only gains one Voice. Record the scoring of this loss or gain by moving the token along the scoring track on your Voice Card.
A player may also become HEXED as a result of certain cards (Scorch, Maddening Fixation) which cause the Hex to "go off" prematurely. Players may not, however, simply allow themselves to be HEXED if they have the means to pass the Hex instead. Nor can players cause themselves to be HEXED by naming themselves the target of Detonate (from the original card set) or other similar cards. Someone might be tempted to do so if they hold a card that gives a benefit to being HEXED, like 'Right Is Might'. But don't let 'em.
Dealing with Multiple Hexes
Through the use of cards like Thine or Double and Thrice, more than one Hex can be in play at a given time. When cast, these cards cause the Hex to be duplicated - including any effects the Hex currently carries. So if you play 'Thine' on a Hex with 'Rot', the duplicate is also a 'Rot' Hex.
It is not unheard of for there to be three or four Hexes ricocheting around the table - often times with different effects placed upon them. This is where those Hex Tokens really come in handy. You have 6 for standard Hexes and 8 for Enhanced Hexes (Rend, Rot, Double and Thrice, Maddening Fixation, Behest Hex). The tokens will help you keep straight which effect / or effects. When you play any card with a dot on it, add an Enhanced Token matching the card you played on top of the standard red Hex Token. Pass that stack of tokens as a unit.
IMPORTANT: When more than one Hex is in play, all Hexes are passed simultaneously. Each player with a Hex in front of them readies a card from their hand. Cards play at the same time. Hexes move at the same time. Resolve any pre-pass effects (like Knock Aside's card removal effect) before passing.
Yes. It is possible to be targeted by more than one Hex at a time. Should this happen, each Hex must be redirected with a separate card. If a player is unable to redirect one or more Hexes in a round, they are HEXED for each that goes off upon them.
Play continues until ALL Hexes have gone off or have been dismissed. A HEXED player is never out of the round - and may be hit by other Hexes still in play.
Ending the Round
Once all Hexes have "gone off" or are dismissed, the round is over. Assess the loss or gain of Voice and record it on your Voice Card. Once all scoring has been recorded, players discard any remaining cards in their hands and those they've played to the discard pile.
Begin a new round. The new dealer is the person who cast the Hex last turn. The new person to cast the Hex is the player on their left. The deal rotates clockwise in this fashion until all players had a chance to both deal and cast a Hex once.
Cards Worthy of Special Mention
HEX•HEX NEXT
You may play this card even if it is not your turn. The entire deck is Hexed. The last player to drop their cards and place their hands on their shoulders is Hexed for three Voice. This Round ends.
This card is nearly identical to the card HEX•HEX in the original game. It may be played even if it is not your turn, especially in the heat of battle or while someone is chatting when they should be Hexing. When played, the entire deck of cards becomes cursed. The last player to drop their cards and place their hands on their shoulders is HEXED and loses three Voice. No one gains Voice as a result of playing this card. No card in the game may cancel HEX•HEX or HEX•HEX NEXT, nor change the amount of Voice lost. The previous Hex or Hexes in play and their effects are dismissed. The round ends.
By now, you've already imagined what would happen when you combine the original game cards and Hex•Hex Next game cards together. With both versions of HEX•HEX in the deck, you won't know where to put your hands when you see the card hit the table. We think that's funny. And just so you know, the official way to judge who was the last to comply is this: the target of the effect is the last player to have their hands come to rest in the right place. So for those of you who think you can touch your shoulders on your way up overhead and still be safe... think again. Oh, and if two players try to play both Hex Hex cards in rapid succession - the first to play ends the round and cancels the second one.
A bit too much for your group? No problem. Naturally, you can decide to remove one of the HEX•HEX cards from the game. Just don't expect us to take it easy on you at our tournaments. Not gonna happen.
Maddening Fixation
Pass the Hex to the player holding the most cards, other than yourself. (your choice if tied) All players are now compelled to pass this Hex as described above. If they do not, they are HEXED. (Compel)
This card is a direct descendant of Maddening Compulsion from the original game set and works in a similar way. The difference here is that we've built in a reason for you to share the Hex a bit more around the table. Truth is, we just hate to see people with full hands of cards while others are engaged in an unhealthy 'love fest' back and forth.
Maddening Fixation forces you to pass the Hex to the player holding the most unplayed cards - other than yourself - by any means possible. If more than one player qualifies, you may pick any one of them. The first player who can not pass the Hex to the player holding the most cards is HEXED.
Maddening Fixation, like Maddening Compulsion, carries the "COMPEL" keyword and therefore trumps and overrides all other cards once it is in play. So Dismiss and Hex Sign (from the original game) and any other card that does not pass the Maddened Hex in the direction indicated or to the specified player causes the Hex to go off. Whirling Nightmare and other similar cards, because they allow you to rotate hands and then respond to the Hex, fulfill the 'by any means' stipulation and are legal to play.
NOTE: If you are NOT The Intended, cards that may be played out of turn like Detonate or Hex•Hex Next MAY still be played without triggering Maddening Fixation. But once you are The Intended, even these cards become illegal to play. And yes, you can trump the trump by playing another card with the Compel keyword. One "Compel" can override another.
Other Key Card Phrases Defined
- "Play even if it is not your turn" - A player may play this card any time after the initial casting of the Hex, even if it is not that player's turn.
- "Play when you are The Intended" - A player may play this card any time that they are the current target of the Hex. This is the assumed condition for playing most cards, but in certain cases it needed to be stressed in the card text.
- "Play only when Hexed" - A player may not play this card until they are HEXED. If you can otherwise legally pass the Hex by playing another card, you must do so. You may only play this type of card if you can not pass the Hex or if another player causes the Hex to 'go off' prematurely (as with Scorch). Play only one for each time you are HEXED.
- "Hex is dismissed" - The Hex and its effects are canceled and no voice is gained or lost. If this is the only Hex in play, the round ends. A card that dismisses a Hex may have effects to replace those of the canceled Hex.
- "Hex passes to a player across the table" - A player across the table is defined as any player not sitting to your immediate right or left. If there is more than one player sitting across from you, choose one. In a three-player game, you may choose either player.
- "Standing Effect" - These cards have a continuous effect once played. If the card is removed during the course of play, the effect ends. In either case, the card is discarded after the round ends.
- "Enduring Standing Effect" - A standing effect that remains in play from round to round until dispelled.
- "Discard / Discard at Random" - If a card calls for you to discard a card from your hand, discard face down to the table in front of you. If a card calls for you to discard at random, have another player choose the cards blindly for you.
The Last Round
Once all players have had a turn dealing a hand and casting a Hex it is time for the last round. The player with the least amount of Voice selects a player to deal the last hand and then begins the round by casting the Hex.
Winning the Game
The player with the most Voice at the end of the set number of rounds wins. If two or more players are tied, play a tie-breaker round. All Voice losses and gains are doubled in a tie-breaker. The player with the least amount of Voice selects a dealer and casts the Hex. Keep playing until someone's Voice carries the day. And remember... the winner gets to lay down the law!
Laying Down the Law
The winner of each game earns the right to make up a rule for the next game. Be sure to set a penalty for violating the rule as well. We recommend that you not set a penalty that would end a round prematurely. A loss of Voice, a loss of cards or other penalty that keeps the game moving is far more fun. If you are playing a series of games, all the added rules are cumulative.
Sample rules include...
- Players must point to The Intended player with their elbow before passing the Hex, or lose a Voice.
- Anyone using a pronoun must discard a card.
- Cancel that stupid rule.
- All references of the word 'left' are now 'right' and vica-versa. Anyone caught messing it up loses two voice.
- Any player with a Voice of 0 or less may not speak until their Voice is raised to at least 1 Voice.
- Any 'Play Immediately When Dealt' cards put in play also affect the player sitting opposite you (choose one if an odd # of players)
- Players who are Hexed in a round may cause an equal loss of Voice to any target player.
Be creative. This keeps the game lively. Just remember, you've got to live with any rule you create.
That's the game. If you play multiple games, and you will, the new dealer will be the player to the left of the player who dealt the first hand last game. This is where the 1st Caster token comes in handy. It will help ease the confusion of who started the current game and signals when to play the last round.
FAQs
NULL/ABSORB/COUNTER CASTER: Cancels cards AS they come into play. So you can use it to cancel Maddening Fixation or Compulsion as it is played or even a card that would've ended up passing a Maddened Hex to you - if it had a chance to enter play at all. Only Hex Hex and 'Play Immediately when Dealt' cards are immune to Null.
WHIRLING NIGHTMARE: With more than one Hex in play, we all play cards simultaneously - so those cards played concurrently no longer are part of our hand if someone plays Nightmare at the same time, right? Right. Those cards have been played.
SHACKLE: What if you lose/gain Voice NOT as the result of being Hexed (e.g. "automatic" Voice loss caused by various new cards)? The card only keys on a loss or gain from being Hexed.
DRAW FIRE: If you draw a card that says 'Play Immediately When Dealt', like Conjure, what do you do? You play it immediately. In this case, you'd draw two cards and put another Hex in play in front of any one player before moving your own Hex across the table.
FORETELL: What do I do with 'Play Immediately When Dealt' and 'Play Only When Hexed' cards? All 'Play Immediately' cards play before the round begins and are not placed in your stacked and sequenced hand. All other cards in the stack must be placed in legal playing order. For example, Dismiss would need to be placed somewhere after the first card in your stack to fulfill it's legal obligation. Any 'Play Only When Hexed' cards must be sequenced at the bottom of the stack after any and all other legal cards in your hand.
What happens if the next card in my stacked sequence of cards is not legal to play? Do I get to draw another card from the stack until I can play a legal one? No, if it is not a legal card to play, you are Hexed.
COMMAND: Suppose Alice plays Charm on Bob, then Carol plays Command on Bob. Suppose Bob plays "Deflect Across", giving Bob the choice between Alice and Carol. Carol gets to make the choice; can Carol choose Alice? YES. Carol is targeting the Hex.
By that logic, can I Command a player to send a Hex with Maddening Compulsion to the person on MY left instead of theirs? The nature of the Hex itself leaves Bob without a choice to make - so you may not intervene.
DUCK: After Duck is played, who is considered to be passing the Hex to whom? Say Alice passes the Hex to Bob who Ducks, so the Hex passes to Carol. Is Alice passing the Hex to Carol now? Or did Bob pass the Hex to Carol? To DUCK is to get out of the way, not to actively pass. So Alice passes to Carol. If it goes off, Alice, not Bob gains Voice. If THINE is played by Carol, Alice gets targeted by two Hexes. So DUCK is very distinct from Turn Aside Left or Right.
TWIXT: What if the two Hexes are Maddening Compulsions but need to go in opposite directions? Well, as you may have guessed, it depends on the card. A DUCK card would work great. A Turn Aside Left card would only work for one.
Other rulings, FAQs and interesting "laws" can be found on the publisher's web site (www.smirkanddagger.com).