2014Shimpei Sato
- Videos
- 63
- Creators
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2 players15 - 20 minLight weight

2026Filip Matyja
From BoardGameGeek
Hexfall begins with two Champions facing each other across an almost empty battlefield. From there, the players take turns drawing tokens blindly from their bags and deciding how best to use what they have been given. New Warriors join the fight, units turn to cover different directions, smoke closes firing lanes, walls divide the board, and traps make apparently safe ground dangerous. The battlefield grows one decision at a time, with both players trying to gain an advantage before the next fight begins. When a Fight token is played, everything that has been built on the board is put to the test. Warriors attack in initiative order, and their position, facing and range determine exactly who they can strike. A carefully placed unit might catch several enemies at once, while one push, pull or turn made earlier may leave an opposing Warrior exposed at the worst possible moment. There are no dice rolls to rescue a poor plan or spoil a good one-the outcome comes from reading the battlefield, anticipating the opponent and making the best possible use of an unpredictable hand. The aim is to outmanoeuvre the opposing warband and eliminate its Champions. If both sides survive until the final fight, the player who has dealt more damage to the enemy Champions wins. Hexfall uses familiar ideas from tabletop skirmish games, including facing, range, line of sight, armour and battlefield control, but keeps them contained within a clear hex grid. There are no army lists, rulers or lengthy setup, and the rules are simple enough to start playing quickly. As more Warriors and battlefield effects enter play, however, each decision becomes part of a larger tactical puzzle. -description from the designer
2014Shimpei Sato
2 players15 - 20 minLight weight
2019Jamie Sajdak, Manolis Vranas
2 players15 - 30 minLight weight
2004Ken Dunn, Pete Shelling
2 players120 minHeavy weight
From BoardGameGeek:
Hexfall begins with two Champions facing each other across an almost empty battlefield. From there, the players take turns drawing tokens blindly from their bags and deciding how best to use what they have been given. New Warriors join the fight, units turn to cover different directions, smoke closes firing lanes, walls divide the board, and traps make apparently safe ground dangerous. The battlefield grows one decision at a time, with both players trying to gain an advantage before the next fight begins. When a Fight token is played, everything that has been built on the board is put to the test. Warriors attack in initiative order, and their position, facing and range determine exactly who they can strike. A carefully placed unit might catch several enemies at once, while one push, pull or turn made earlier may leave an opposing Warrior exposed at the worst possible moment. There are no dice rolls to rescue a poor plan or spoil a good one-the outcome comes from reading the battlefield, anticipating the opponent and making the best possible use of an unpredictable hand. The aim is to outmanoeuvre the opposing warband and eliminate its Champions. If both sides survive until the final fight, the player who has dealt more damage to the enemy Champions wins. Hexfall uses familiar ideas from tabletop skirmish games, including facing, range, line of sight, armour and battlefield control, but keeps them contained within a clear hex grid. There are no army lists, rulers or lengthy setup, and the rules are simple enough to start playing quickly. As more Warriors and battlefield effects enter play, however, each decision becomes part of a larger tactical puzzle. -description from the designer
Designer
Filip Matyja
Publisher
2d6.uk
Mechanics