HEXALA
UNIFICATION EDITION
DWG 001SHEET 1/1
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HEXALA
MOVE 1 · 0 — 0
UNIFICATION EDITION
You play
Level
AI 5
Coaching
Not connected
Table
Display
Learn
Record
Setup. The board is a hexagonal diamond of 25 cells. The middle row of five cells starts empty and belongs to neither player. Each player owns twenty tiles, stacked in a pyramid of 4/3/2/1 across their four home rows.

Movement. A move lifts one entire stack you control (your colour on top) and sows it in one of the six directions: the sow advances one cell at a time in that direction, dropping one tile on each cell it enters, until the tiles run out.

Walking the heights. The sow stands on top of the last tile it placed — at the moment of lifting, on top of the tower as it stood. From there it steps level or downhill, never uphill.

Boarding. An enemy stack no taller than where the sow stands may be entered: the dropped tile covers it, control of that stack passes to you, and the sow carries on.

Turning. Board edges and enemy stacks taller than where the sow stands are walls. A walled sow turns toward the open direction closest to its heading and keeps going.

Winning. All three must be true at once. 1Nothing left behind. Every cell you control is on the middle row or past it. 2One group. Those cells all touch. 3Five or more. If both players finish on the same move, the player who controls more tiles wins.

Constraints. Passing is not allowed. No move may recreate a previous position. A player with no legal move loses. A stack with no legal sow is marked ⊘.

Tiebreak. A game decided on the move cap or by a double unification goes to whoever controls more tiles.
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