The Shadows of Hexfall

A cooperative Heroes-vs-the-game board game

Before You Begin

Here are a few things that have been added or changed for this Expanion of The Siege of Hexfall.

1. Game Overview

Players: 2-6

Play Time: 45–60 minutes

Recommended Age: 10+

The Shadows of Hexfall is a fully cooperative board game in which players play the role of Heroes defending the land of Hexfall from an ever-growing monster invasion. Monsters emerge from arcane portals and relentlessly advance toward Villages and Heroes. Players must coordinate movement, manage risk, and make sacrifices to seal Portals and defeat the Monster Boss.

There is no Monster player. All monster actions are controlled by the game rules.

In order to balance out the difficulty when playing with fewer than 6 players, keep all the Heroes in play even if it means one or more players play two Heroes.

2. Objective

Heroes Win If:

Heroes Lose If:

3. Components

3.1 Board Components

3.2 Structures

3.3 Heroes

3.4 Monsters

3.5 Tokens & Markers

4. Setup

  1. Shuffle the hex tiles and place them face down in the center of the play area.
  2. Players work together to arrange the hidden hex tiles into any connected shape they choose. The board may be built randomly or designed by the players, as long as all tiles are connected.
  3. Once the board layout is complete, flip all hex tiles face up and reveal the battlefield of Hexfall.
  4. Place the matching structure on each special tile.
  5. Place 1 Portal Shard on each Ruin tile.
  6. Each player selects one Hero and places their miniature on any Village tile.
  7. Place 2 Monster Grunt on each Portal tile.

5. Heroes

5.1 Hero Stats

Hero Attack Defense Health Ability
Barbarian 4 0 14 Rage
Bard 2 2 10 Inspiring Song
Mage 2 1 8 Arcane Seal
Ranger 2 1 10 Ranged Shot
Rogue 3 1 9 Nimble
Warrior 3 2 12 Shield Wall

Heroes begin the game at full Health.

5.2 Hero Abilities

Rage (Barbarian): When the Barbarian takes damage, place 1 Rage marker on their base (maximum 2). Each Rage marker grants +1 Attack. At the end of the Barbarian’s turn, remove 1 Rage marker.

Inspiring Song (Bard): Once per round, choose another Hero on your tile. That Hero gains +2 attack on their next turn this round.

Arcane Seal (Mage): The Mage is more effective at sealing portals, succeeding on a roll of 4-6 and only takes 2 damage on a failed seal. With a Portal Shard the Mage can seal a Portal using an Action.

Mage’s Last Stand (Mage):If the Mage dies during the game the following happens:

Ranged Shot (Ranger): The Ranger may attack a Monster on an adjacent tile without moving.

Nimble (Rogue): Once each round ignore damage from one Monster attack.

Shield Wall (Warrior): Once per round, reduce incoming damage by 1.

6. Round Structure

  1. Monster Phase
  2. Hero Phase
  3. End of Round

7. Monster Phase (Game Controlled)

Difficulty:

Current Difficulty: Normal

Monster Attack Defense Health
Grunt -2 2 2
Brute 0 3 4
Boss 2 4 8
Ancient One 3 6 10

There are four steps per monster phase as described below. It is recommended that one player resolve all monster actions, one step at a time with other players helping track or making suggestions as appropriate.

Step 1 – Spawn

Step 2 – Target Priority

  1. Closest Hero
  2. Closest Village

Monsters will always target a Hero first unless there is a village closer. If a Village and a Hero are the same distance from the monster will target the Hero. If two players are an equal distance from the monster than the player may choose who the monster will target.

Step 3 – Move

Grunts and Brutes move 1 tile toward their target. The Boss moves up to two tiles toward its target. If there are multiple paths to the target, the players decide which route the monsters will take.

Step 4 – Attack

7.1 The Ancient One

Movement: The Ancient One has 2 movement each turn.

Attack: During its attack, the Ancient One attacks every Hero and Village on its hex and on all adjacent hexes. When the Ancient One attacks multiple Heroes, roll one attack for all.

Damage: Heroes take damage normally. Villages on adjacent hexes each take 1 damage. If the Ancient One is on the same hex as a Village it destroys that structure immediately.

The Hunt: When the Boss is defeated, roll the die and consult the Hero Numbers table below. If the roll matches a Hero currently in play, the Ancient One spawns on that Hero's current hex and begins hunting them. If the roll matches a Hero that isn't in play (or has already been defeated), reroll. While hunting, the Ancient One ignores the normal Target Priority rules (Step 2) and always moves toward the hunted Hero each Monster Phase, regardless of distance to other Heroes or Villages. This affects movement and targeting only — its attack still hits every Hero and Village on its hex and adjacent hexes as described above.

Number Hero
1 Barbarian
2 Bard
3 Mage
4 Ranger
5 Rogue
6 Warrior

The Ancient One continues hunting the same Hero until either that Hero is defeated or the Ancient One is destroyed. If the hunted Hero is defeated, immediately reroll using the same Hero Numbers table to determine its next hunted Hero before the next Monster Phase.

7.2 Optional Rule: The Overseer (Player-Controlled Monsters)

For a more challenging, competitive experience, one player may take on the role of the Overseer instead of playing a Hero. The Overseer controls all Monster actions directly, replacing Steps 2–4 of the Monster Phase with the choices below. This requires at least 3 players (1 Overseer and at least 2 Hero-controlling players); a Hero-controlling player may still play multiple Heroes as normal.

Monster Stats: The Overseer's Monsters use the same Attack, Defense, and Health values shown in the Difficulty table above — the Overseer gains no bonus stats, only control over their actions.

Winning and Losing: The Overseer wins if the Heroes lose (see Section 2). The Heroes win under the normal victory conditions.

Suggested Difficulty: Because a thinking opponent is naturally more dangerous than the fixed Monster rules, it's recommended Heroes play on Easy or Normal difficulty when facing an Overseer, especially for a first game.

8. Hero Phase

Heroes may act in any order. Each Hero takes one turn per round.

  1. Move – Move up to 2 adjacent tiles. Movement may be taken at the start or end of a player’s turn, or split before and after an action, provided the total movement is limited to two adjacent tiles.
  2. Action – Choose one:
    • Attack (see section 8.1)
    • Loot a Ruin (see section 8.3)
    • Seal a Portal (see section 8.2)
    • End Turn

8.1 Attack

  1. Attacker rolls 1 die and adds their Attack value.
  2. Defender subtracts their Defense value.
  3. Remaining value is dealt as damage (minimum 0).
  4. Remove Health rings accordingly.

8.2 Sealing a Portal

Any Hero standing on a Portal tile may attempt to seal it instead of attacking.

Hero Success Roll
Mage 4–6
Other Heroes 6

While holding a Portal Shard, a Hero seals a Portal on a roll of 4–6. If a sealing attempt fails while holding a Portal Shard, the Hero only takes 2 damage. If a Hero fails an attempt and does not have a Portal Shard they take 5 damage. A Hero may hold only one Portal Shard at a time. If they gain another, they must immediately give one to a Hero on the same tile or discard it. Once a Portal Shard is used to successfully seal a Portal, it is removed from the game.

When a Portal is sealed, each player gains 5 Health Points up to their maximum.

8.3 Loot a Ruin

Ruins contain Portal Shards that aid in sealing Portals and grant power-ups. A Hero may Loot a Ruin by moving to a Ruin tile and using their action to pick up a Portal Shard. Each Ruin may be looted only once. Doing so will grant the Hero one of the following power-ups, determined by rolling the die:

  • 1 - Strength: +2 Attack
  • 2 - Shield: +2 Defense
  • 3 - Vitality: +3 Health each round (Only up to maximum HP)
  • 4 - Endurance: Extra action every round
  • 5 - Speed: +1 movement every round
  • 6 - Luck: Reroll any die once every round

Reminder: A Hero may hold only one Portal Shard at a time. If a Hero loots or picks up another Portal Shard while already holding one, they must immediately give the extra Shard to a Hero on the same tile or discard it.

When a Hero is defeated, any Portal Shard they carried is dropped onto their tile. As an action, a Hero may pick up a Portal Shard dropped by a fallen companion and roll for a power-up as described above.

9. Villages

  • Each Village has 3 Health as represented by the red heart health markers on the Village tile.
  • Remove Village health markers as the Villages take damage.
  • After a Village loses all 3 Health, remove the structure from the board.
  • If two of the Villages are destroyed, the Heroes lose.

10. Temples

Temples are scattered across the lands of Hexfall and a Hero can choose to spend an Action to meditate at a Temple and regain 3 health.

If at any point there are 3 or more Monsters on the same tile as a Temple, that Temple is immediately destroyed.

11. Hero Defeat

  • When a Hero’s Health reaches 0, they are defeated and removed from play. If the Mage dies, activate Mage's Last Stand (see section 5.2)
  • The remaining Heroes may continue as long as at least one Hero remains.

12. Design Notes

  • Cooperative strategy
  • Tactical positioning
  • Risk vs. reward decisions
  • Physical clarity through 3D components

13. End of Game

If the Heroes seal all Portals and defeat the Boss, Hexfall is saved.

If two Villages fall or the Heroes are defeated, Hexfall is overrun by the Monsters.

Thank you for playing The Shadows of Hexfall.

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