Knee Deep in Hexes is like deck building meets all your favorite 90’s RTS games combined – but this time it’s a board game.
Knee Deep in Hexes is a 2-player strategy skirmisher. After the exodus from Earth, you fight on a distant desert planet for scarce resources, build extractors, factories and units – from fast construction vehicles to frightening Paloozas.
Get knee-deep into intergalactic warfare: Choose your companions with their set of game-breaking skills, build your deck out of unique strategy cards and outsmart your enemy: Win by either destroying their headquarter or by sending their most valuable units to the scrapyard as quickly as possible.
Each player chooses a faction first. Every faction consists of four companions – the General, who oversees the battlefield from the planetary orbit, the Commander, who draws on many years of experience in combat and adjusts tactics rapidly, the Tech, who supports the troops by steady innovations and the Trickster who is outsmarting the enemy. Each companion comes with a unique deck of action and war cards. Players can either use these predefined decks or, if they are advanced, engage in deckbuilding in search of ever unique combos.
The same high variability applies to the map: Here you can either use a predefined casual variant for a quick match or build a world before the game starts by drafting planetary cards. We are already designing and playtesting new factions, companions and decks as well as worlds.
In this action-packed game, you’ll have very little time to secure your basic supplies – that is, build the first construction vehicles and build the first extractors to harvest materials and energy – before clashing with your opponent on the tight map.
Play action cards during your turn to gain unique strategic advantages and take the initiative on the battlefield. Gather your tanks, carefully plan the use of your war cards, which will give you powerful bonuses in battle – and declare the war zone you want to attack. But beware, here comes the big twist: the battle in the war zone you declare will not take place directly at the end of your turn, but at the end of the turn of your opponent. Your enemies have a whole turn to react, to redeploy troops or to suddenly stab you in the back somewhere else. So be one hundred percent sure before you act!
This page right here is the game’s single point of truth SPoT
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Find all downloads (STL files, scenarios etc) here Download Section
Officially approved community certified game rules by SirAnn Game Rules Core Box + Expansion German
FAQ + Problems
– In the German version, there are errata cards, but unfortunately not in duplicate. Which is, to put it mildly, annoying. Maybe this can somehow be connected to the linen finish discussion and turned into one combined solution. We are working on it!
– Many of you also pointed out that the RTS Allstar Pack arrived without an explanation of what you are actually supposed to do with it in gameplay terms:
The companions in the Allstar Pack were primarily designed as an homage to RTS heroes of the 90s. Their abilities are, at times, a little unhinged. As intended.
In terms of rank, they correspond to the companions from the core game and the expansion: General, Commander, Tech, and Trickster. You can therefore use them in just for fun games by swapping them with original companions of the same rank, then bringing them into play with the deck of the companion they replaced.