H.E.X.
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The River Keeper

Oh Tipi

Pip pushes and Brookling pulls. Leave space behind your party, then separate them from Oh Tipi before he can heal them.

Current Anchor+1 hero affinity · learn this signature

Your party

5 hero affinity
Potential party bonds

Kindling+1 Flux

Warm Current+1 HP

Allies within two hexes of both living companions. Matching benefits do not stack.

Prepare party

How to play

  1. One hero, two companions.

    Defeat every enemy to win. Creatures are fighters: they move, cast, take damage and can be defeated.

  2. Move and choose an action.

    Tap a party member, choose a landing, then aim a spell or Guard. Untouched actions default to Guard.

  3. Both parties resolve together.

    Movement happens first; spells then travel together and can meet midway. Aim at where the enemy may move. Area spells can hit friends.

  4. Build a party bond.

    Bonds need two living companions with the right elements. Each recipient must stay within two hexes of both companions. Matching benefits do not stack; defeat or separation breaks the bond.

  5. Each first victory matters.

    Learn the defeated champion’s signature and earn one hero affinity, up to 18. Later victories open stronger and mixed-element recruits. Replays give no extra affinity.

  6. Closing ground ends stalemates.

    From round 10, the safe area contracts by two rings every two rounds. Outside damage follows spells and displacement; Guard and Ward do not block it. Only the centre is safe at the end.