A strategic hex tile game of connection & interference for 2β3 players. Race to link your two corners with an unbroken flow of engraved lines β before your rival locks you out.
01 Β· The Game
HEXFLOW is played on an engraved stone-tablet hex board. Players build a continuous path from their own corners to the opposing corners using hexagonal tiles whose routing lines run strictly flat-side to flat-side β never corner to corner.
It blends the spatial reasoning of connection games like Hex with the tactical tile-laying of Carcassonne. Every placement is permanent, every rotation matters, and a single well-timed Block can derail a carefully laid plan.
02 Β· In the Box
A hexagonal grid of 91 playable hexes. Opposing corner pairs are engraved I, II & III. Scoring hexes carry 2β5 dots, placed symmetrically so no player has an edge.
Each player owns a colour β Black, White, or Grey β with 11 unique tile types, two copies each (22 tiles). Tiles are drawn from a bag; you always hold a hand of 3.
One die per player for the opening draft β the roll decides turn order and who claims which corner.
03 Β· Before You Play
Place the board between players. Each player will own one colour and its two diagonally-opposite corners.
Put your 22 tiles in an opaque bag and draw 3 tiles as your opening hand. Keep them hidden. Refill to 3 after every placement.
Every player rolls once. Highest roll wins the draft (ties re-roll).
The top roller decides to play FIRST or LAST and picks their starting corner. Remaining players pick corners in descending roll order.
Be the first to complete an unbroken, correctly-connected line of your tiles linking your two corners (or, on the 3-player Triangle board, reaching the centre cluster).
Two ways to win
Race. Completing the path ends the game instantly.
Points. The first completed path scores a bonus; play continues and total score decides the winner.
04 Β· Your Turn
On your turn, perform all three steps in order. Then draw back up to three tiles.
Choose any tile from your hand and rotate it to one of six orientations (0β300Β°). Once placed, a tile can never be moved or re-rotated.
Your first tile must sit on one of your own corner hexes. Every later tile must touch a tile already on the board and have at least one line that connects to an existing line. No orphan tiles.
Commit the tile. If it completes your path, declare victory. Otherwise, pass the turn. You must place exactly one tile each turn β passing is never allowed.
One tile per hex, forever. Touch-move etiquette: once your finger leaves the tile, itβs final.
Place tiles β including the line-less Block β to interfere with or redirect a rival. You may build adjacent to opponent tiles when lines connect.
A valid path is one continuous chain of connecting lines from one of your corners to the other (or to the centre).
05 Β· On Screen
Hereβs what a turn looks like in the digital game β pick a tile, spin it, place it, grow your flow.
06 Β· The Pieces
All lines run from the midpoint of one flat side to another. Sides: T, TR, BR, B, BL, TL.
| Pts | Tile | Lines |
|---|---|---|
| 2 | Straight T β B | Vertical pass-through |
| 4 | X-Cross T-B + TR-BL | Two crossing lines |
| 2 | Angle T β TR | Short 60Β° bend |
| 3 | Arrow T β TR+TL | Splits to upper sides |
| 1 | Block none | Inner hexagon β pure blocker |
| 3 | Y-Right T-B + BR | Straight with branch |
| 3 | Y-Left T-B + BL | Straight with branch |
| 5 | Star-6 all 6 sides | Connects everywhere |
| 3 | Tri-Branch B β TR+TL | Y from bottom to top |
| 2 | L-Curve T β BR | 120Β° curve |
| 4 | Spread T β B+BR+BL | Three-way spread |
07 Β· Scoring & Victory
The instant you complete a valid path between your corners, you win. Fast, tense, decisive.
The first completed path scores a bonus, then play continues. Highest total score wins β captures and dot hexes count.
Three players, three corners. Connect your corner to any of the three centre hexes to win.
A completed path starts at a base of 10. Dot hexes along your path add up:
Example
Race path through one 2-dot + two 3-dot hexes: 10 Γ (2+3+3) + 30 win bonus = 110 pts. On the Tri-Board the multipliers are added as flat bonuses instead.
HEXFLOW β the continuous flow of lines that completes your path corner to corner. Achieve it and the board sings.
HEXLOCK β the board fills with no valid path left to build. The game is sealed; itβs resolved by the longest valid path and captured tiles.
The Block β the only line-less tile. It carries no path for anyone; use it to jam, redirect or seal a rivalβs route.