HEXFLOW

Complete Rulebook

1. Game Overview

HEXFLOW is a strategic 2-player (expandable to 3-player) board game of connection and interference played on a 9x9 engraved stone-tablet hex board. Players race to build a continuous path from their starting corners to the opposing corners using hexagonal tiles engraved with routing lines that run strictly from flat-side midpoint to flat-side midpoint -- never corner to corner.

The game elegantly blends the spatial reasoning of connection games like Hex and TwixT with the tactical tile-laying of Carcassonne. Every placement is permanent, every rotation matters, and a single well-timed Block tile can derail an opponent's carefully laid plans. Whether played as a lightning-fast Race, a cutthroat Battle, or a chaotic three-way scramble for the centre, HEXFLOW rewards foresight, adaptability, and nerve.

Designer Note: "The key insight that birthed HEXFLOW was this: in Go, a stone's liberties are its life. In HEXFLOW, a tile's liberties are its lines. Every tile you place breathes connection into the board -- or suffocates your opponent's plans." -- B.W.Evans

Number of Players: 2 (standard) or 3 (Tri-Board Mode)
Playing Time: 15--30 minutes (Race Mode), 30--45 minutes (Battle Mode), 20--40 minutes (Tri-Board)
Ages: 10+
Complexity: Medium -- easy to learn, lifetime to master


2. Components

2.1 The Game Board (9x9 Main Board)

The primary Game Board is a square-shaped collection of hexes styled as a dark stone or slate tablet with the game grid engraved on its surface. The board contains 85 hexagonal spaces for tile placement arranged in a 9x9 hexagonal grid.

Corner Labels:

The corners are permanently engraved with their respective letter. In modes that use scoring dots, groups of 2, 3, 4, and 5 dots are engraved on specific hexes to act as score multipliers. These dot hexes are positioned symmetrically to ensure neither player has an inherent advantage.

The HEXFLOW 9x9 Main Board - dark slate edition with engraved hex grid and corner labels
Figure 1: The 9x9 HEXFLOW Main Board -- dark slate edition

    A-----------B
    |\         /|
    | \       / |
    |  \     /  |
    |   \   /   |
    |    \ /    |
    |     *     |
    |    / \    |
    |   /   \   |
    |  /     \  |
    | /       \ |
    |/         \|
    B-----------A

    [9x9 Hex Grid -- 85 Playable Hexes]

2.2 The Triangle Board (3-Player)

The Triangle Board is a secondary board included for 3-player games. It has 14 hexes per side and features:

The triangular shape creates three natural "lanes" from the corners toward the centre, with asymmetrical distances that are balanced through the turn-order system (see Section 4.3).

The HEXFLOW Triangle Board for 3-player games
Figure 2: The Triangle Board -- 14 hexes per side, 91 playable hexes
            I
           / \\
          /   \\
         /     \\
        /  [C]  \\        [C] = Center Cluster (3 hexes)
       /    ·    \\
      /           \\
    II-------------III
    [14 hexes per side · 91 total]

2.3 Hex Tiles

Each player receives 22 hexagonal tiles in their colour:

Each player's set contains 11 unique tile types, with 2 copies of each type (22 tiles total per player). All tiles are identical in size and shape, fitting precisely within the board's hexagonal spaces.

Tiles are drawn randomly from an opaque bag. Each player maintains a hand of 3 tiles at all times during play.

The 11 Black hex tile types with white engraved lines
Figure 3: The 11 Black Tile Types -- dark tiles with white engraved lines (2 copies each)
The 11 White hex tile types with dark engraved lines
Figure 4: The 11 White Tile Types -- light tiles with dark engraved lines (2 copies each)

2.4 Tile Types Reference Table

All lines on HEXFLOW tiles run from the midpoint of one flat side to the midpoint of another flat side. The six sides are named: T (Top), TR (Top-Right), BR (Bottom-Right), B (Bottom), BL (Bottom-Left), and TL (Top-Left).

# Points Name Connections Description
1 2 Straight T ↔ B Direct vertical pass-through
2 4 X-Cross T-B + TR-BL Two independent crossing lines
3 2 Angle T ↔ TR Short 60-degree bend
4 3 Arrow T to TR+TL Splits from top to all three upper sides
5 1 Block None Inner hexagon; no exits; pure blocker
6 3 Y-Right T-B + BR Straight with branch to bottom-right
7 3 Y-Left T-B + BL Straight with branch to bottom-left
8 5 Star-6 All 6 Sides Three lines through center; connects everywhere
9 3 Tri-Branch B to TR+TL Y-shape from bottom to upper sides
10 2 L-Curve T ↔ BR A 120-degree Angle
11 4 Spread T to B+BR+BL Resembles a Peace sign or Algiz rune inverted

Total tiles per player: 22 (2 copies each of 11 types)
Total tiles in game: 44 (both players combined)


3. Core Concepts

3.1 How Tiles Connect

Two adjacent tiles are connected at their shared edge if and only if:

  1. They share a flat hex edge (they are orthogonally adjacent on the hex grid), AND
  2. Both tiles have a line endpoint at the midpoint of that shared edge.

The connection midpoint is always at the centre of the shared flat edge -- never at a corner or vertex. This is the fundamental rule of HEXFLOW routing.

When two connected tiles share an edge midpoint, a path may travel from one tile into the other. The path can then continue through any other connected edge of the second tile, effectively "routing" through the tile's engraved lines.

Key Principle: Corners are never connection points. Only flat-side midpoints matter.

3.2 The Liberty Principle

HEXFLOW draws inspiration from Go's concept of liberties -- the empty points adjacent to a stone group that keep it alive. In HEXFLOW:

Understanding liberties is essential for both building your own path and disrupting your opponent's. When you place a tile adjacent to an existing tile, you are either adding liberties to the board (extending a path) or sealing them off (blocking).

3.3 Path Rules

A path is a continuous sequence of connected tiles that forms an unbroken route across the board. A valid winning path must satisfy all of the following:

  1. Continuity: Every tile in the path must be connected to the next tile via a shared flat-edge midpoint where both tiles have line endpoints.
  2. Endpoint Alignment: The path must begin at a tile placed on one of the player's starting corners and end at a tile placed on (or connected to) one of the opponent's corners.
  3. Traversal Direction: A path may enter and exit a tile only through its line endpoints. The internal engraving of the tile determines which routes are possible.
  4. Branching Allowed: A tile may have multiple outgoing paths (branching), but only one continuous route to the destination is required to win.
  5. Opponent Tile Usage: Paths may travel through opponent tiles if and only if the line endpoints connect at the shared edge midpoints.
  6. Block Immunity: The Block tile cannot carry any path segment for either player. It has no line endpoints and thus no liberties.

Designer Tip: "The most elegant wins in HEXFLOW often involve threading your path through an opponent's tiles -- turning their own infrastructure against them. Never overlook the possibility of a 'hijacked' route."


4. Game Modes

4.1 Race Mode (Standard 2-Player)

Race Mode is the flagship experience of HEXFLOW -- a pure contest of speed, efficiency, and interference. Both players begin from diagonally opposite corners and race to be the first to build an unbroken path to the other side.

4.1.1 Setup

  1. Place the 9x9 board between both players with the corner labels oriented correctly.
  2. Player A owns the two A corners (bottom-left and top-right).
  3. Player B owns the two B corners (top-left and bottom-right).
  4. Player A must build a path from any A corner to any B corner.
  5. Player B must build a path from any B corner to any A corner.
  6. Each player takes all 22 of their colour tiles and places them in an opaque bag or container. Each player draws 3 tiles to form their starting hand. Do not reveal your tiles to your opponent.
  7. After each tile is played, draw a replacement so you always maintain 3 tiles in hand.
  8. Flip a coin to determine who goes first. The winner of the flip chooses whether to play first or second.

4.1.2 Turn Structure

On your turn, perform all three steps in order:

Step 1 -- Select and Orient a Tile:
Choose any tile from your hand. You may rotate it to any of six orientations (0, 60, 120, 180, 240, or 300 degrees) before placing it. Consider your choice carefully -- once a tile is placed, it cannot be moved or re-rotated.

Step 2 -- Choose a Board Position:

  • On your first turn, you must place your tile on one of your two starting corner hexes.
  • On all subsequent turns, you must place your tile on an empty hex that is adjacent (shares a flat edge) to at least one tile already on the board, and at least one line must connect to a previously placed tile's line.

Step 3 -- Place and Check:
Confirm placement by setting the tile onto the chosen hex at the chosen rotation. Check whether a winning path has been completed. If yes, declare victory immediately. If no, pass the turn to your opponent.

Placement Finality Rule: Once your finger has left the tile, placement is final -- exactly as in chess or checkers. Touch-move etiquette applies.

4.1.3 Placement Rules

  1. First Placement: Your first tile of the game must be placed on one of your own starting corner hexes.
  2. Adjacency Requirement: All subsequent tiles must be placed on an empty hex adjacent to at least one existing tile.
  3. Connection Requirement: At least one line on your placed tile must connect to a line on an adjacent tile already on the board. You cannot place an "orphan" tile with no connections.
  4. Rotation: You may rotate your tile to any of 6 orientations before placing. No post-placement rotation is permitted.
  5. One Tile Per Hex: No stacking or replacing tiles. Once a hex is occupied, it remains occupied for the rest of the game.
  6. Blocking Is Legal: You may place tiles -- including Block tiles -- specifically to interfere with or redirect your opponent's path. You may place adjacent only to opponent tiles if the lines connect.
  7. Mandatory Placement: You must place exactly one tile per turn. Passing or skipping is never permitted.

4.1.4 Winning & Scoring

Immediate Win:
The moment a player places a tile completing a valid continuous path from their starting corners to their opposite corners, that player wins immediately. The game ends at that moment -- no further tiles are played.another Auto win is if a player places a block tile and stops their opponents line and they have no other branches to allow their line to make it to their opposite corner.

Scoring Dots (for Tournament/Extended Play):
Engraved dots on specific board hexes act as score multipliers when a winning path passes through them:

Dots on Hex Score Multiplier
2 dots ×3
3 dots ×4
4 dots ×5
5 dots ×6

Base score for winning: 10 points.

In extended or tournament play, multipliers from multiple dot hexes on the winning path stack additively. For example, a path passing through one 2-dot hex and one 3-dot hex scores: 10 × (3 + 4) = 70 points.

Draw Resolution:
If all 84 board spaces are filled with no winner (extremely rare), the player whose path reaches furthest toward the opposing corner wins. Measure by counting the number of connected tiles in the longest chain toward the goal. If equal, the game is a draw.

Simultaneous Completion:
If both players somehow complete winning paths via the same placement (possible through X-Cross or Star-6 crossing tiles), the active player (the one who just placed the tile) wins.


4.2 Battle Mode (Combat 2-Player)

4.2.1 Overview & Concept

Battle Mode transforms HEXFLOW from a pure race into a contest of territory, control, and surgical strikes. Rather than starting from diagonal corners, players begin from opposite sides of the board -- Player A from both left-side corners, Player B from both right-side corners. Their paths are destined to clash in the board's contested centre, where tile displacement, capture chains, and territorial denial decide the victor.

The defining feature of Battle Mode is the Transit Rule: you cannot simply ride your opponent's lines to reach your goal. Lines on tiles you placed belong to you; lines on tiles your opponent placed belong to them. The centre of the board becomes a war zone where every placement carries both offensive and defensive weight.

Designer Intent: "Race Mode is a marathon. Battle Mode is a fencing match -- every advance is also a parry, and the centre of the board is the piste where blades cross."

Key Differences from Race Mode:

4.2.2 Setup

  1. Board Orientation: Place the 9x9 board so that the left edge and right edge are the starting flanks:
    • Player A owns the two left-side corners (top-left and bottom-left). These are marked with the A symbol in Battle Mode.
    • Player B owns the two right-side corners (top-right and bottom-right). These are marked with the B symbol in Battle Mode.
  2. Goal Assignment:
    • Player A must build a path from either left-side corner to either right-side corner.
    • Player B must build a path from either right-side corner to either left-side corner.
  3. Territorial Division:
    • Player A's Territory: Columns 1--3 (left third of the board)
    • The Contested Zone: Columns 4--6 (central third)
    • Player B's Territory: Columns 7--9 (right third)
    These zones matter for the Transit Rule (see Section 4.2.3).
  4. Tile Distribution: Each player receives their full set of 22 tiles (11 types x 2 copies), identical to Race Mode. Place all tiles in your opaque bag, draw 3 for your starting hand, and maintain 3 tiles in hand throughout the game.
  5. Displacement Tokens: Place 3 displacement tokens of each player's colour near the board. These track how many tile displacements each player has remaining.
  6. Capture Piles: Designate a capture pile area for each player. Captured tiles are placed here, visible to both players.
  7. First Player: Roll a die or flip a coin. The winner chooses to play first or second.
    B ····························································· B
    ·  [A Territory]  [  Contested Zone  ]  [B Territory]  ·
    ·  Columns 1-3    Columns 4-6        Columns 7-9      ·
    ·                                                       ·
    A ····························································· A

    [Player A starts left · must reach right]
    [Player B starts right · must reach left]

4.2.3 The Transit Rule (Enemy Territory)

The Transit Rule is the defining strategic mechanism of Battle Mode. It governs which tiles your path may use.

Core Principle:

Formal Definition:

Checking Transit Validity:
When evaluating a potential winning path, trace the route from your starting corner to the destination. The path is valid only if every tile in the opponent's territory along that route was placed by you. Any opponent-placed tile in their own territory breaks the transit chain -- you cannot "ride their rails" through their homeland.

Important: Transit validity is checked per-tile, not per-line. Even if an opponent's tile in their territory has a line that perfectly connects to your path, you cannot use it. The tile itself is "enemy infrastructure" and is denied to you.

The Contested Zone Exception:
The central third of the board (columns 4--6) is neutral ground. Any line, on any tile, in this zone may be used by any player. This creates a natural funnel where paths converge and the game's most intense tactical exchanges occur.

4.2.4 Tile Combat & Displacement

Since both players advance toward each other from opposite flanks, their paths inevitably clash in the Contested Zone. Displacement is the surgical tool for breaking through a congested centre.

Displacement Basics:
Under certain conditions, you may remove an adjacent opponent tile from the board and replace it with one of your own. The displaced tile goes to your capture pile.

What Can Displace:
Only two tile types have the "weight" to displace an opponent's tile:

Displacer Tile Effect
Block (1 point) May displace any adjacent opponent tile. The Block replaces it.
Star-6 (5 points) May displace any adjacent opponent tile. The Star-6 replaces it.

Displacement Conditions:
All of the following must be true to perform a displacement:

  1. You are placing either a Block or a Star-6 tile from your hand.
  2. The placement hex is adjacent to at least one opponent tile.
  3. You have at least one displacement token remaining.
  4. The target opponent tile is not on a starting corner hex.
  5. The displacement would not leave any tiles on the board illegally disconnected (i.e., no "orphaned" tiles without adjacent connections).

Displacement Procedure:

  1. Announce your intent to displace.
  2. Select one adjacent opponent tile as the target.
  3. Remove the target tile from the board and place it in your capture pile.
  4. Place your Block or Star-6 tile on the now-empty hex.
  5. Discard one displacement token.
  6. Check for a winning path.

Displacement Limits:
Each player may perform a maximum of 3 displacements per game. This is tracked using the 3 displacement tokens. Once all three tokens are used, no further displacements are possible for that player. Use them wisely.

Displacement Strategy Notes:

4.2.5 Capture Scoring

Captured tiles represent battlefield victories and contribute to an alternative scoring path.

Capture Points:
Each tile in your capture pile is worth 2 points at game end, provided no player has won via path completion.

Capture Pile Visibility:
Captured tiles are placed face-up in a pile visible to both players. This allows both players to track the capture score and factor it into decisions.

When Capture Scoring Applies:
Capture points matter in two scenarios:

  1. Stalemate Resolution (board fills with no winner): see Section 4.2.7.
  2. Tournament Play: Captured tiles serve as a tiebreaker in bracket formats.

4.2.6 Turn Structure

Battle Mode follows the standard Race Mode turn structure with one addition:

Step 1 -- Select and Orient a Tile:
Choose any tile from your hand and rotate to your desired orientation.

Step 2 -- Choose a Board Position:

Step 3 -- Place, Resolve Combat, and Check:
Place the tile. If displacing, remove the target opponent tile to your capture pile and discard a displacement token. Then check for a winning path. Turn passes.

4.2.7 Winning & Stalemate

Winning by Path:
Identical to Race Mode: the first player to complete a valid, transit-compliant path from their starting side to the opponent's side wins immediately.

Transit Compliance Check:
Before declaring victory, verify that your path does not pass through any opponent-placed tiles in their territory (columns 1--3 for Player B, columns 7--9 for Player A). Paths through the Contested Zone or through your own tiles anywhere are always valid.

Simultaneous Completion:
If a placement completes paths for both players, the active player wins. If the active player's path is transit-invalid, it does not count, and the opponent wins instead.

Stalemate Resolution (Board Fills with No Winner):
If all 85 hexes are filled and no player has completed a valid path, calculate the Stalemate Score for each player:

Criterion Points
Longest transit-valid path toward goal (count tiles) 1 per tile
Captured tiles 2 per captured tile
Dot hexes on longest path (multiplicative) ×3 / ×4 / ×5 / ×6 per dot hex

The player with the highest Stalemate Score wins. If tied, the game is a draw.

Stalemate Score Calculation Example:

4.2.8 Battle Mode Strategy

Territorial Control:

Displacement Timing:

The Contested Zone Gambit:

Corner Play:

Capture Awareness:

Advanced Tip: "The best Battle Mode players think like Go masters: every tile placement claims territory, every displacement is a capture, and the endgame is won or lost by who controls the centre."


4.3 Tri-Board Mode (3-Player)

4.3.1 Overview & Concept

Tri-Board Mode introduces a third player to HEXFLOW, transforming the contest into a chaotic, three-way race for the centre. Rather than trying to reach the far side of the board, each player's goal is to be the first to create a continuous path from their starting corner to any one of the three centre hexes

Tri-Board Mode is the most social and cutthroat of the three modes. With three players, blocking becomes a diplomatic weapon: a block placed to hinder one opponent may inadvertently help the other. Alliances form and dissolve in a single turn. The centre is a shared prize that only one player can claim.

Designer Note: "Tri-Board HEXFLOW is where the game becomes poker. You read your opponents, you time your blocks, and you pray that the player to your left is more worried about the player to their left than about you."

4.3.2 Board Description

The Triangle Board is an equilateral triangular grid of hexes with 14 hexes per side. Its key features are:

Layout Details:
The board is structured as stacked rows of hexes, with the number of hexes per row increasing from the corners toward the centre, then decreasing. The three centre hexes form a small triangle at the board's heart and are the shared goal.

                    Corner I
                       o
                      / \\
                     /   \\
                    /     \\
                   /   ·   \\
                  /         \\
                 /   [CCC]   \\       [CCC] = Centre Cluster
                /   ·  ·  ·   \\        (3 hexes)
               /               \\
    Corner II o-----------------o Corner III
         [14 hexes per side]

Corner Positions & Path Lengths:

Corner Relative Position Approx. Distance to Centre Turn Order (for variant rule-best point access to starting position)(otherwise you can start in the order that you rolled the dice in like regular game)
I Top vertex (~8 hexes) 2nd (moves second and is in the middle road for access to points)
II Bottom-left vertex (~8 hexes) 3rd (moves last and best for points access)
III Bottom-right vertex (~8 hexes) 1st (first move and worst for point access)

Balance Note: The player closest to the centre (Position I) goes last, giving the two farther players a head start. This reverse-order balancing creates roughly equal winning chances across all three positions.

4.3.3 Setup & Starting Positions

  1. Determine Starting Positions: Each player rolls a standard die. The highest roller chooses their corner position first(remember for more access to points pick the I position), then the next best is II, then the lowest takes the remaining III position. (Alternatively, draw lots or use any fair random method.)
  2. Position Assignment for optional order rule otherwise just go in order you rolled the dice:
    • The player at Corner I (best path for point access) goes second in turn order.
    • The player at Corner II (medium path for point access) goes last in turn order.
    • The player at Corner III (worst path for point access) goes first in turn order.
  3. Colour Assignment: Each player chooses or is assigned a distinct colour set. In standard sets, the three colours are:
    • Black (dark tiles with white lines)
    • White (light tiles with dark lines)
    • Grey (mid-tone tiles with contrasting lines) -- included in the Tri-Board expansion
  4. Tile Preparation: Each player takes their 18 tiles (see 4.3.4 for distribution) and places them in their opaque bag. Draw 3 tiles to form your starting hand.
  5. Hand Maintenance: As in standard modes, after each placement, draw a replacement tile so you always maintain 3 tiles in hand.

4.3.4 Tile Distribution

With three players, the standard 22-tile set is reduced to 18 tiles per player to account for the smaller number of tiles each player will place in a typical game. The distribution is rebalanced to emphasise versatility and reduce redundant copies:

Tile Type Points Copies per Player Total in Game
Star-6 5 1 3
X-Cross 4 1 3
Spread 4 1 3
Arrow 3 1 3
Y-Right 3 1 3
Y-Left 3 1 3
Tri-Branch 3 2 6
Straight 2 2 6
Angle 2 2 6
L-Curve 2 2 6
Block 1 2 6
Wildcard Variable 1 3
TOTAL -- 18 54

The Wildcard Tile:
Each player receives 1 Wildcard tile in Tri-Board Mode. When placed, the Wildcard may be declared as any of the other 10 standard tile types. The choice is made at placement and cannot be changed. The Wildcard counts as the declared type for all purposes (scoring, connections, blocking). Its point value equals the declared type's point value.

Why This Distribution?

4.3.5 Turn Order (+Optional Rule)

Turn order in Tri-Board Mode optional ruleUses the folowing order because it gives the points are more accessible for position I then II then III, so its a sorta balancer:

Order: Player IIIPlayer IPlayer II → repeat

This means:

After a player wins, the game ends immediately. There is no "finish the round" rule in Tri-Board Mode -- the first to reach a centre hex(one of the 3) wins.

4.3.6 The Center Goal

The Centre Cluster consists of 3 adjacent hexes at the geometric centre of the Triangle Board. These three hexes are the shared goal for all three players.

Winning Condition:
The first player to create a continuous, connected path from their starting corner to any one of the 3 centre hexes wins immediately.

Connection Requirement:
The path must connect to a final tile placed in one of the centre 3 hexes (standard connection rules apply).

Simultaneous Connection (Tie-Breaking):
In the rare case that two players connect to the same centre hex on the same turn (through an X-Cross or Star-6 placement by a third player), resolve the tie as follows:

  1. Compare the total point value of all tiles in each player's path to that centre hex.
  2. The player with the higher total tile point value wins the tie.
  3. If still tied, compare the number of dot hexes touched along each path.
  4. If still tied, the player who went earlier in turn order wins.

Note: Two players can each connect to different centre hexes simultaneously. In this case, both have won -- the tie-breaker above determines the outright winner for scoring purposes. In casual play, this is considered a shared victory.

4.3.7 Blocking & Shared Center

Blocking Rules (3-Player):

Shared Centre Hexes:

Strategic Implications of Shared Centre:

4.3.8 Scoring & Dot Hexes

In Tri-Board Mode, dot hexes function differently than in standard modes. They award flat bonus points rather than multipliers:

Dots on Hex Bonus Points
2 dots +3 points
3 dots +4 points
4 dots +5 points
5 dots +6 points

When Dot Points Apply:

Scoring Example:
A player wins by reaching a centre hex. Their path passed through one 2-dot hex and one 4-dot hex:

4.3.9 2-Player Tri-Board Variant

The Triangle Board can also be used for a 2-player variant with a different feel from the standard 9x9 game.

Setup:

Goal:
Be the first to reach any one of the 3 centre hexes.

Turn Order:
Player at Corner III goes first (longer path), then alternate.

Tile Distribution:
Each player uses a full 22-tile standard set (11 types x 2 copies).

Blocking:
Standard Race Mode blocking rules apply -- Block tiles must be placed adjacent to existing tiles.

Other Rules:
All standard Race Mode rules apply unless contradicted above. Scoring uses Tri-Board flat dot bonuses.

4.3.10 Draw Resolution

If all 91 hexes are filled and no player has reached a centre hex, resolve the draw as follows:

Step 1 -- Closest to Centre:
For each player, count the number of tiles in their longest connected path toward any centre hex. The player whose path reaches closest (fewest remaining hexes to a centre hex) wins.

Step 2 -- Highest Tile Point Sum:
If tied on proximity, sum the point values of all tiles on each player's longest path. The player with the higher total wins.

Step 3 -- Most Dot Hexes Touched:
If still tied, count the number of dot hexes touched by each player's longest path. The player with more dot hexes touched wins.

Step 4 -- True Draw:
If all criteria are tied, the game is a three-way draw.

Note: Draws on the Tri-Board are exceedingly rare due to the board's size. In practice, someone almost always reaches the centre first.

4.3.11 Tri-Board Strategy

Understanding Corner Advantage:Corner Advantage is only for point aquisition each starting position has 8 hexes to the center

Centre-Rush vs. Flanking:

Blocking in 3-Player:

The Wildcard:

Reading the Table:

Designer Insight: "Tri-Board HEXFLOW teaches you that the best move is rarely the one that helps you the most -- it's the move that helps you the most while helping your opponents the least. Every placement is a political statement."


5. Scoring System

5.1 Scoring Dots (Main Board)

The 9x9 main board features scoring dots engraved on specific hexes. These dots create a risk-reward tension: routing your path through dot hexes multiplies your score but may force you into suboptimal paths.

How Scoring Dots Work:

Dot Hex Multipliers (Main Board):

Dots on Hex Multiplier Effective Score (single hex)
2 dots ×3 10 × 3 = 30 points
3 dots ×4 10 × 4 = 40 points
4 dots ×5 10 × 5 = 50 points
5 dots ×6 10 × 6 = 60 points

Example Calculations:

Dot Hex Placement:
Dot hexes are placed symmetrically on the board to ensure neither player has an inherent advantage. High-value dot hexes (4 and 5 dots) are typically placed in the central region, forcing players to contest the board's most hotly disputed territory.

5.2 Scoring Dots (Tri-Board)

In Tri-Board Mode, scoring dots function as flat bonus points rather than multipliers. This reflects the faster, more tactical nature of 3-player play.

Dot Hex Bonuses (Tri-Board):

Dots on Hex Bonus Points
2 dots +3 points
3 dots +4 points
4 dots +5 points
5 dots +6 points

Base win score (Tri-Board): 10 points.

Bonuses are additive. A path through one 2-dot and one 4-dot hex scores: 10 + 3 + 5 = 18 points.

5.3 Tournament Scoring

In tournament HEXFLOW, match results are recorded using the following system:

Match Points:

Score Differential:
The point margin between the winner's score and the loser's score (or 0-0 in a draw) is recorded as a tiebreaker for standings.

Tile Point Tiebreaker:
In tournament brackets where players have equal match points, the tie is broken by:

  1. Total score accumulated across all matches (higher is better)
  2. Sum of tile point values on winning paths (higher is better)
  3. Number of captures in Battle Mode matches (higher is better)
  4. Head-to-head result

6. Strategy Guide

6.1 Opening Principles

The opening in HEXFLOW is critical -- your first 3--5 placements establish the backbone of your path and signal your intentions to your opponent.

Principle 1: Claim the High Ground

In Race Mode, the centre of the board is the most valuable real estate. The first player to place a Star-6 or X-Cross in the central region gains a massive routing advantage. In Battle Mode, secure your territory with efficient lines before pushing into the Contested Zone.

Principle 2: Don't Telegraph Your Route

If you place three Straight tiles in a row, your opponent knows exactly where you are going and will block you. Mix tile types in your opening to create ambiguity. An Angle tile followed by a Tri-Branch creates two possible route continuations.

Principle 3: Corner Flexibility

You have two starting corners. You are not committed to either until deep into the mid-game. Build a few tiles from both corners early, then commit to the one with better prospects.

Principle 4: Tile Economy

You have 22 tiles. You will not use all of them in most games. Every tile you waste on a dead branch is a tile you don't have for the endgame. Don't over-commit to branch threats unless you have the tiles to follow through.

Opening Trap to Avoid: Placing your second tile adjacent to your first but at a rotation that doesn't actually connect. This "fake connection" looks like a path but carries nothing -- and your opponent will punish it with a Block.

6.2 Mid-Game Tactics

The mid-game begins when both players have established their primary path vectors and the board's central region becomes contested.

Tactic 1: The Branch Threat

Arrow, Spread, and Tri-Branch tiles create branch threats -- situations where your path could continue in two or more directions. Your opponent must defend all branches, but you only need one to succeed. Force your opponent to spend their Block tiles defending while you save yours for the endgame.

Tactic 2: The Diversion Block

Place a Block tile not on your opponent's main path, but on a hex they might want for a future branch. This "pre-emptive block" is often more devastating than blocking the current path, because it eliminates options.

Tactic 3: Tile Denial

In Battle Mode, displacing an opponent's key branch tile (Arrow, Spread, or Y-Right/Left) destroys multiple path options simultaneously. Even in Race Mode, placing a tile on a hex your opponent clearly wanted is a form of denial.

Tactic 4: Path Hijacking

If your opponent has built an efficient route through their territory, and you can connect to it from the centre, your path can "hijack" their infrastructure. This is especially powerful in Race Mode, where opponent tile usage is unrestricted.

Tactic 5: The False Commit

Build aggressively toward one destination corner, forcing your opponent to block that approach. Then pivot to the other destination corner using a versatile tile (Star-6, L-Curve, Angle). Works best when your opponent has already spent their Block tiles.

6.3 Endgame Technique

The endgame begins when one or both players are within 3--4 tiles of completing their path.

Rule 1: Count the Tiles

Before every endgame move, count: "How many tiles do I need to win?" Then count: "How many tiles does my opponent need to win?" If your opponent needs fewer tiles, you must block. If you need fewer, you can push for the win.

Rule 2: Save a Flexible Tile

Always keep at least one highly versatile tile (Star-6, Tri-Branch, or X-Cross) for your final approach. Nothing is worse than having a clear path to victory and no tile that can actually complete the connection.

Rule 3: Check All Orientations

Before placing any tile in the endgame, mentally rotate it through all 6 orientations. The winning orientation is often non-obvious. The Star-6 has only one unique orientation, but an Angle tile has three distinct effective orientations.

Rule 4: The Forced Block

If your opponent is one tile away from winning, you have no choice -- you must block. The best block is one that both stops the opponent's path and advances your own. If no such block exists, play the block that forces your opponent to take the longest possible detour.

Rule 5: Mind the Dots

In tournament play, routing your final approach through high-dot hexes can multiply your score significantly. A path through a 5-dot hex is worth 6× the base -- sometimes worth a one-turn detour.

6.4 Tile-Specific Advice

Tile Best Used For Avoid Using For
Straight (2) Efficient backbone of your path; filling long corridors Tight corners; anywhere you need flexibility
X-Cross (4) Navigating the centre; creating crossing paths where multiple routes converge Simple straight runs (wasteful)
Angle (2) Tight pivots near corners; redirecting opponent paths Long-distance routing (too many turns)
Arrow (3) Branch threats; creating two-route dilemmas for opponents Dead-end positions (one branch will be wasted)
Block (1) Endgame denial; filling key hexes before opponent can use them Early game (usually better to build your own path)
Y-Right/Left (3) Building from corners; creating paths that hug the board edge Centre play (the branch is less useful in open space)
Star-6 (5) Emergency get-out-of-jail; final approach when orientation is unclear Blocking (wasteful -- use a Block tile instead)
Tri-Branch (3) Final approach to the goal; creating maximum connection options Simple paths where a Straight would suffice
L-Curve (2) Redirecting opponent paths; tight pivots in crowded areas Long straight runs
Spread (4) Board centre control; maximum branch threat from a single hex Near board edges (one or two branches point off-board)

7. Variants & House Rules

7.1 Wildcard Block

In this variant, Block tiles become wild tiles with a twist:

Impact: This variant dramatically increases the value of Block tiles. They become versatile "joker" tiles that can fill gaps, extend paths, and still serve as blockers if placed without declaring a line. Games tend to be slightly longer and more tactical.

Recommended for: Players who find the standard Block tile too weak or situational.

7.2 Open Hand

In this variant, both players play with hands visible to each other at all times.

Rules:

Impact: This removes bluffing and hidden information, transforming HEXFLOW into a purely tactical game. Every move can be calculated and countered. The advantage shifts to the player with superior positional understanding. Games tend to be tighter and more defensive.

Recommended for: Teaching new players; analytical players who dislike hidden information; players transitioning from chess.

7.3 Timed Turns

For competitive play, impose a time limit per turn:

Standard Timing:

Blitz Timing:

Tournament Timing:
See Section 8 for full tournament clock rules.

Recommended for: Experienced players; tournament warm-ups; adding tension to casual games.

7.4 Team Hexflow (2v2 Partnership)

A partnership variant for four players on an 11x11 board (109 hexes).

Setup:

Rules:

Tile Distribution:
Each player receives a 16-tile reduced set (8 types x 2 copies), excluding Star-6, X-Cross, Spread, and Arrow from individual sets. These "power tiles" are placed in a shared pool of 8 tiles that either partner can draw from once per game.

Winning:
First team to complete a continuous path from any of their starting corners to any opponent's corner wins.

Recommended for: Game nights; couples; players who enjoy partnership games like Bridge or Team Chess.


8. Tournament Rules

8.1 Match Format

Bracket Structure:

Match Scoring:

8.2 Time Control

Standard Clock:

Time Forfeit:

8.3 Illegal Placement

First Offence:

Second Offence:

Third Offence:

What Constitutes an Illegal Placement:

8.4 Dispute Resolution

Minor Disputes (connection validity, transit compliance, path existence):

Major Disputes (illegal placement, displacement legality):

8.5 Sportsmanship

8.6 Tournament Checklist

Before each match, verify:

Board is clean and all hexes are empty.
Both players have their full tile set (22 tiles each; 18 each in Tri-Board).
Both players have an opaque bag for tile drawing.
Clocks are set to 15:00 with 30-second increment.
Starting player is confirmed.
Both players agree on the game mode (Race or Battle).
Displacement tokens are available (Battle Mode only).
Score sheet is ready.

9. FAQ & Edge Cases

General Questions

Q: Can I place a tile that is not connected to my own path?

A: Yes. Placement requires only that your tile be adjacent to an existing tile and share at least one line connection with any tile on the board -- yours or your opponent's. You may place tiles that advance your opponent's position if the lines happen to connect. This is sometimes a necessary sacrifice to gain board position.

Q: Can my path use opponent tiles?

A: In Race Mode, yes -- absolutely. If the line endpoints connect at the shared flat-edge midpoint, the path may traverse opponent tiles freely. In Battle Mode, you may use opponent tiles only if they are in the Contested Zone or on tiles you placed yourself. You may never use opponent-placed tiles in their own territory in Battle Mode.

Q: What does the Block tile actually do?

A: The Block tile contains a self-contained inner hexagon with no line endpoints at any flat side. It has zero liberties and cannot carry any path segment for either player. It is a pure blocking piece. In the Wildcard Block variant, it can be treated as having a single line of your choice. In Battle Mode, it can be used to displace adjacent opponent tiles.

Q: Must I place a tile every turn?

A: Yes. Exactly one tile per turn is mandatory. Passing or skipping is never permitted. If you have no legal placement (extremely rare), you forfeit the game.

Q: Can I rotate a tile after placing it?

A: No. Once your finger leaves the tile, the placement and orientation are final. This is the "touch-move" rule. Take your time selecting orientation before committing.

Q: What happens if I accidentally place on an occupied hex?

A: In casual play, retract and place legally. In tournament play, this counts as an illegal placement and is penalised according to tournament rules (see Section 8.3).

Connection & Path Questions

Q: Can a path travel through the same tile twice?

A: A path may loop back through previously visited tiles, but for winning purposes, only a continuous non-self-intersecting route is evaluated. Loops do not provide any advantage.

Q: If my opponent places a tile that completes a path for BOTH of us simultaneously, who wins?

A: The active player (the one who just placed the tile) wins. If their path is invalid in Battle Mode due to the Transit Rule, the opponent wins instead.

Q: Does a path need to go directly to a corner hex, or just to a tile connected to the corner?

A: The path must connect to a tile placed on the opponent's starting corner hex, or to a tile connected through that corner hex. The corner hex itself is a valid endpoint.

Q: Can a Block tile ever be part of a winning path?

A: No. The Block tile has no line exits and cannot carry any path segment in standard play. Even in the Wildcard Block variant, the declared line must connect to another tile's line to contribute to a path.

Q: What if my tile's line points to an empty hex?

A: That is perfectly fine. A line endpoint at an unshared edge simply points to nothing. It has no effect unless and until a tile is placed in the adjacent hex with a matching line endpoint.

Battle Mode Specific Questions

Q: Can I displace a tile that was just placed this turn?

A: No. A tile must have been on the board for at least one full turn cycle before it can be displaced. This prevents immediate "ping-pong" displacement battles.

Q: Can I displace a tile if it would orphan other tiles?

A: No. A displacement is illegal if it would leave any tile on the board with no adjacent connections. The board must remain a single connected graph after displacement.

Q: Can I displace a tile on a starting corner hex?

A: No. Starting corner hexes are protected and may never be displaced.

Q: If I displace with a Block tile, does the captured tile go to my capture pile?

A: Yes. Any displaced tile goes to the displacing player's capture pile, worth 2 points in stalemate scoring.

Q: Can I use my opponent's Star-6 tile in the Contested Zone?

A: Yes. The Contested Zone is neutral territory -- any line on any tile may be used by any player.

Q: How do I check if a path is transit-valid?

A: Trace every tile in your claimed path. If any tile in the opponent's territory along that route was placed by them, the path is transit-invalid. Tiles in the Contested Zone or placed by you are always valid.

Tri-Board Mode Specific Questions

Q: Can I block a centre hex?

A: Yes. You may place a Block tile on any centre hex, preventing any player from connecting through it. This is a powerful defensive move.

Q: What if all three centre hexes are blocked?

A: The game continues until all hexes are filled, then resolves by draw rules (see Section 4.3.10). This situation is extremely rare.

Q: Can I use my Wildcard tile as a Block?

A: Yes. The Wildcard can be declared as any of the 10 standard tile types, including a Block.

Q: In the 2-Player Tri-Board Variant, what happens if a path goes near Corner II (the dead zone)?

A: Tiles may be placed near Corner II following normal adjacency rules. However, Corner II itself cannot be used as a starting position or path endpoint. Think of it as a blank space with no corner label.

Q: If two players reach different centre hexes on the same turn, is it a tie?

A: In casual play, yes -- it is considered a shared victory. In tournament play, use the tile-point tiebreaker to determine the winner for scoring purposes.

Scoring Questions

Q: Do I need to route through dot hexes to win?

A: No. Dot hexes are only for scoring in tournament or extended play. A win is a win regardless of score. Dot hexes exist only to differentiate close matches and reward ambitious routing.

Q: Can a single dot hex's multiplier be applied multiple times?

A: No. Each dot hex's multiplier is applied at most once, even if your path passes through it multiple times via looping.

Q: Do captures in Battle Mode affect the path score?

A: No. Captured tiles only contribute to the stalemate score if the game ends without a path winner. They do not affect the winning path's score.

Setup & Component Questions

Q: What if I lose a tile?

A: A replacement tile can be proxied with a slip of paper noting its type. For tournament play, borrowed replacement sets should be requested from the tournament organiser.

Q: Can I look at the tiles in my bag?

A: No. Your bag is opaque. You draw randomly and must play with the tiles you draw.

Q: Can I count remaining tiles in my bag?

A: Yes. You may count your remaining tiles at any time. You may also count your opponent's remaining tiles (by requesting they display their bag's contents).


10. Glossary

Term Definition
Angle A tile type (2 points) connecting T to TR; a short 60-degree bend.
Arrow A tile type (3 points) with lines from T to TR and TL; splits upward like an arrowhead.
Battle Mode A 2-player game mode with left-vs-right starting positions, the Transit Rule, and tile displacement.
Block A tile type (1 point) with no line exits; a pure blocker with zero liberties.
Blocking The strategic placement of tiles to interfere with or redirect an opponent's path.
Branch A point in a path where a tile has multiple outgoing connections, creating multiple route options.
Branch Threat A situation where a player's tile creates two or more viable path continuations, forcing the opponent to defend multiple routes.
Capture In Battle Mode, removing an opponent's tile via displacement and adding it to your capture pile. Worth 2 stalemate points.
Capture Pile The face-up collection of tiles a player has captured through displacement in Battle Mode.
Centre Cluster The 3 adjacent hexes at the centre of the Triangle Board; the shared goal in Tri-Board Mode.
Centre Hex Any of the 3 hexes in the Centre Cluster on the Triangle Board.
Connection The state of two adjacent tiles sharing line endpoints at their shared flat-edge midpoint.
Contested Zone In Battle Mode, columns 4-6 of the board; neutral territory where any player may use any line.
Corner One of the labelled starting positions on the board (A, B, I, II, or III).
Displacement In Battle Mode, removing an adjacent opponent tile (with a Block or Star-6) and replacing it with your own. Limited to 3 per player per game.
Displacement Token A marker tracking remaining displacement uses. Each player begins with 3.
Dot Hex A board hex engraved with scoring dots (2, 3, 4, or 5) that act as score multipliers (Main Board) or flat bonuses (Tri-Board).
Edge Midpoint The precise centre point of a hex's flat side. All tile line endpoints are located here.
Enemy Territory In Battle Mode, the third of the board closest to the opponent's starting side. Opponent-placed tiles here cannot be used for your path.
First Placement A player's initial tile of the game, which must be placed on one of their starting corners.
Flat Side Any of the six straight edges of a hexagonal tile or board space.
Hand The 3 tiles a player holds and selects from on their turn.
Hijacking Using an opponent's connected tiles as part of your own path (fully allowed in Race Mode; restricted in Battle Mode).
Illegal Placement A tile placement that violates one or more placement rules. Penalised in tournament play.
L-Curve A tile type (2 points) connecting T to BR; a 120-degree angle.
Liberty Adapted from Go: a tile's potential connection points (line endpoints at flat-side midpoints).
Line An engraved path on a tile running from one flat-side midpoint to another.
Line Endpoint The point where a tile's line meets the midpoint of a flat side.
Orientation The rotational position of a tile, measured in multiples of 60 degrees (0, 60, 120, 180, 240, 300).
Orphan Tile A tile placed with no adjacent connections; illegal under standard placement rules.
Path A continuous sequence of connected tiles forming an unbroken route between two points on the board.
Point Value The numerical value assigned to each tile type, indicating its versatility and power.
Race Mode The standard 2-player game mode with diagonal corner starts; a pure race to connect.
Rotation Turning a tile to a different orientation before placement. Six possible orientations exist.
Scoring Dots Engraved dot groups on specific board hexes that multiply or add to the winning score.
Side One of the six flat edges of a hex, named T, TR, BR, B, BL, TL.
Spread A tile type (4 points) with lines from T to B, BR, and BL; resembles a peace sign.
Stalemate Score In Battle Mode, the point total used to resolve games with no path winner (path length + captures + dot multipliers).
Star-6 A tile type (5 points) with lines connecting all six sides; the most versatile tile.
Starting Corner A corner hex designated as a player's starting position at game setup.
Straight A tile type (2 points) connecting T to B; a direct vertical pass-through.
T Abbreviation for the Top side of a hex tile.
Tile Type One of the 11 (or 12) distinct line patterns available in the game.
Touch-Move The rule that once a tile is placed (finger leaves the tile), the placement is final.
Transit Rule The Battle Mode restriction preventing players from using opponent-placed tiles in enemy territory for path transit.
Transit-Valid A path segment that complies with the Transit Rule (passing through own tiles or Contested Zone tiles).
Transit-Invalid A path segment that violates the Transit Rule (passing through opponent-placed tiles in their territory).
Tri-Board The triangular board used for 3-player games.
Tri-Board Mode The 3-player game mode played on the Triangle Board with a centre-goal objective.
Tri-Branch A tile type (3 points) with lines from B to TR and TL; a Y-shape from bottom to upper sides.
Wildcard In Tri-Board Mode, a special tile that can be declared as any standard tile type upon placement.
Wildcard Block A variant rule allowing Block tiles to be played with one declared line of the player's choice.
Winning Path A continuous, valid path from a player's starting corner to an opponent's corner (or centre hex in Tri-Board).
X-Cross A tile type (4 points) with crossing lines T-B and TR-BL; two independent pass-throughs.
Y-Left A tile type (3 points) with lines T-B and BL; a straight with a branch to bottom-left.
Y-Right A tile type (3 points) with lines T-B and BR; a straight with a branch to bottom-right.

11. Credits & Designer Notes

About the Designer

B.W.Evans is a tabletop game designer, writer, artist and all around gamer. From TTRPG(the oldschool ones D&D 1st and 2nd Adition as well as Cyberpunk 2020 and Rifts) to video games form my Commodore 64 & Amiga days with a passion for tactical and strategy type video games, among others. HEXFLOW represents a culmination of his love for strategy board games like Go and Chess.

Design Philosophy

"I wanted to create a game that felt ancient -- like something carved into stone and played for centuries The hex grid, the engraved lines, the slate-and-stone aesthetic: all of it serves the feeling that HEXFLOW is a game that has always existed, waiting to be rediscovered."

"The Liberty Principle is what makes HEXFLOW sing. Every tile you place is alive with potential connections -- or dead with intentional absence. A Block tile is not merely an obstacle; it is a statement. It says: here, no path shall pass."

"I included three modes because HEXFLOW is really three games in one. Race Mode is a sprint. Battle Mode is a war. Tri-Board Mode is a free-for-all. Each reveals different facets of the same elegant system."

Development History

HEXFLOW emerged from years of experimentation with hex-grid connection mechanics. Early prototypes used corner-to-corner lines, but playtesting revealed that flat-side-to-flat-side routing created a cleaner, more intuitive connection system. The 11 tile types were refined over hundreds of playtests to ensure every tile has a distinct role and no tile is strictly superior to another in all situations.

The scoring dot system was added to create strategic tension in tournament play, rewarding players who seek optimal routes rather than merely functional ones. Battle Mode's Transit Rule and displacement mechanics were developed to add a layer of territorial strategy inspired by classical Go concepts.

Acknowledgements

The designer gratefully acknowledges the playtesters whose feedback shaped HEXFLOW's tile distribution, and scoring systems among other things. Special thanks to the abstract strategy gaming community for their enduring support of games that reward intellect over chance.

Copyright & Reproduction

HEXFLOW © B.W.Evans. All rights reserved.

This rulebook may be reproduced for personal, educational, and tournament use. Commercial reproduction requires written permission from the designer.

Contact

For tournament organisation inquiries, variant submissions, and community resources, contact the HEXFLOW design team through your regional distributor or the official HEXFLOW community hub.

Final Word from the Designer:

"Place your first tile with confidence, your second with caution, and your third with cunning. Every game of HEXFLOW tells a story written in lines on stone. Make yours worth engraving."

-- B.W.Evans

Rulebook Version 1.0 -- Complete Edition
Formatted in accordance with professional tabletop game publication standards.