100 Open Daily games
4 Open Realtime games
  • Status: Live
  • Version: 3.0
  • Designer: Kjeld
  • Rating:
  • Rating Score: 7.89 out of 10 [9 ratings]
  • Difficulty: Beginner
  • Created Date: 7th Mar 2015
  • Release Date: 17th Dec 2012
  • Games Played: 353

Design Information
Territories 318
Continents 74
Advanced Features View Only Borders
One-way Borders
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12 13
14 15 16
Card Sets Worth 4,5,6,7,8,9,10
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Energy
Fleet
Intelligence
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Green Default Default
3 Blue Default Default
4 Black Default Default
5 Orange Default Default
6 Purple Default Default
7 Cyan Default Default
8 Lime Default Default
9 Pink Default Default
10 Yellow Default Default
11 Navy Default Default
12 Brown Default Default
13 Violet Default Default
14 Khaki Default Default
15 SkyBlue Default Default
16 White Default Default

Board Description

HexGear

By Kjeld

Battle for hex-space in this interplanetary race for the gallaxy!

Different continents are marked by height and texture. Note: Arrakis (brown, lower-right) is a discontiguous continent, broken by Arrakeen (teal) in the middle.

Pirate space begins the game as empty neutral territories, and while it is helpful or in some cases necessary to traverse this dangerous territory, each one you control is worth -1, and an additional -1 for each connected pair!

The Five Foundations each begin the game with 7 neutrals, but each may attack the others and the surrounding hex-space (any hexes that are within one hex-diameter of distance). In addition, foundations are worth +2 each, and another +2 for each pair you control.

Territories around the edges of empty space have vision by line of sight (i.e. they can't see over an intervening hex) across the void. Foundations have vision of all hexes bordering their areas of empty space.

Miscellaneous:

Card scale: 4,6,8,...50,55,60...

Medium fog default

Five fortifies, to any connecting territory

Return to unit placement from attack

Elimination bonus = 10

1 unit for every 5 territories controlled

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed6
Card values4,5,6,7,8,9,10,11,12,13,14
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned5
Minimum bonus units per turn3
Elimination bonus10
Capturing of reserves on eliminationOn
Maximum reserve units50
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone

Design Information
Territories 437
Continents 200
Advanced Features View Only Borders
One-way Borders
 
Board Settings
Gameplay Turn Based
Available Players
2 3 4 5
6 7 8 9
10 11 12 13
14 15 16
Card Sets Worth 4,6,8,10,12,14,16
Territory Selection Automatic
Unit Placement Automatic
Starting Setup Scenario based
Capital Cities Off
Teamplay Enabled
Fog Setting Medium
Fog Override Enabled
Open Games 0
 
Cards
Energy
Fleet
Intelligence
Wild
Seat Color Team Starting Cards Starting Bonus Win Condition
1 Red Default Default
2 Green Default Default
3 Blue Default Default
4 Black Default Default
5 Orange Default Default
6 Purple Default Default
7 Cyan Default Default
8 Lime Default Default
9 Pink Default Default
10 Yellow Default Default
11 Navy Default Default
12 Brown Default Default
13 Violet Default Default
14 Khaki Default Default
15 SkyBlue Default Default
16 White Default Default

Board Description

HexGear

The Space Pirates

By Kjeld

Battle for hex-space in this interplanetary race for the gallaxy!

Different continents are marked by height, color and texture. Note: Arrakis (brown, lower-right) is a discontiguous continent, broken by Arrakeen (teal) in the middle.

In the Space Pirates scenario, pirate spaces have increased 5-fold, and cover much of the map. They still start off empty and neutral, and are each worth -1 individually. However, if you manage to clamp down on any whole, contiguous area of pirate space, it is worth a positive 2(N-2) bonus, where N is the number of contiguous pirate space territories in that area (anything less than 0 is rounded up to 0). So, for example:

1 space area = -1 * 1 + 0 = -1

2 space area = -1 * 2 + 0 = -2

3 space area = -1 * 3 + 2(3-2) = -1

4 space area = -1 * 4 + 2(4-2) = 0

5 space area = -1 * 5 + 2(5-2) = 1

6 space area = -1 * 6 + 2(6-2) = 2

etc.

The Five Foundations each begin the game with 7 neutrals, but each may attack the others and the surrounding hex-space. In addition, they're worth +2 each, and another +2 for each pair you control.

Miscellaneous:

Card scale: 4,6,8,...50,55,60...

Medium fog default

Five fortifies, to any connecting territory

Return to unit placement from attack

Elimination bonus = 10

1 unit for every 5 territories controlled

Gameplay Settings

Gameplay TypeTurn Based
Return to unit placement from attackOn
Return to attack after fortifyOff
Number of attacks allowedUnlimited
Number of fortifies allowed5
Multiple attacksOn
Allow fortificationConnected
Allow abandonment of territoriesOff
Abandoned territories revert to neutralImmediately
Fog typeMedium
Allow override of fog settingYes
Game historyShow

Team Settings

Teamplay EnabledYes
Team VisionOn
Team Unit PlacementOff
Team Unit TransferOn
Team Factory ProductionOff

Cards

CardsOn
Card CaptureOn
Maximum number of cards allowed6
Card values4,6,8,10,12,14,16,18,20,22,24
Must capture non-empty territory to earn cardOn
Card deckA:18 B:18 C:18 W:2

Bonuses, Limits and Dice

Grant 1 unit per x territories owned5
Minimum bonus units per turn3
Elimination bonus10
Capturing of reserves on eliminationOn
Maximum reserve units50
Maximum units per territoryUnlimited
Auto Assign Factories
Number of sides on Attacker's Dice6
Number of sides on Defender's Dice6

Initial Setup

Initial setupSetup based
Lock seat colorsOff
Lock seat orderOff
Lock starting bonus to:Color
Allow seat selectionNone
Number of units per Territory3
Territory selectionAutomatic
Unit placementAutomatic
Neutral countLow
Neutral Factories
Use team names defined in ColorsOff
Allow players to choose seats / teamsNone