The Siege of Hexfall

A cooperative Heroes-vs-the-game board game

1. Game Overview

Players: 2–4

Play Time: 30–45 minutes

Recommended Age: 10+

The Siege 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 4 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

3.6 Die

4. Setup

  1. Assemble the board using the 19 hex tiles in a hex-flower pattern.
  2. Place 1 Portal tile on three outer edge hexes.
  3. Place 1 Village tile adjacent to each Portal tile.
  4. Place 1 Ruin tile on three remaining inner hexes.
  5. Place the matching structure on each special tile.
  6. Place one Portal Shard with each of the Ruins.
  7. Each player selects one Hero and places their miniature on any Village tile.
  8. Place 1 Monster Grunts on each Portal tile.

See Section 11 for alternate methods for setting up the game.

5. Heroes

5.1 Hero Stats

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

Heroes begin the game at full Health.

5.2 Hero Abilities

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

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

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:

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.

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

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

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 Helath 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:

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

10. Hero Defeat

11. Difficulty Adjustments (Optional)

When setting up the game, turn all the hex tiles upside down, mix them up, and form a rough draft of a map you want. Then flip them over and connect them.

See the Map Configurations page from the side bar for some ideas on how to arrange your map.

12. Design Notes

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 Siege of Hexfall.

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