HEXALT

Wiki/Rules

Kicks & Combat

Combat is spatial — pushes and dunks matter more than dice alone.

Pushing

  • You can push another player's marble 1 tile away.
  • You cannot push a supercritical marble.
  • Don't stand at the edge of water — another player can push you into the ocean.

Occupied tiles are otherwise illegal landings for everyone except a supercritical dunk (see below).

Supercritical dunk

When the Juggernaut lands on another player:

  • The juggernaut takes the tile (one terrain layer goes into their inventory)
  • The victim is submerged under that hex
  • The juggernaut stops being supercritical
  • A shield blocks the dunk (landing is illegal)

Collected tiles can be placed for free at the start of a later turn — see Reactors & Uranium.

A submerged player must roll a 6 to resurface (on that hex if empty, otherwise an adjacent open hex). Then they take that roll’s movement as normal.

Juggernaut / supercritical

A player is the Juggernaut as long as they do not:

  • Dunk any other player, or
  • Jump from their reactor / break a wall while exalted

Then they stop being supercritical.

See also: Reactors & Uranium, Landing Rules, Water & Boats, Parameters.