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HEXSTRIKE · CHAPTER ONE

EldermistThe First Link

A seat at the club

Meet Alex, Lila and Ratchet. Build a three-card team, connect your hexes, and watch your strategy play out.

Choose a portrait

Play at your own pace. No purchases, prizes or store rewards. New story dialogue and art are a provisional adaptation of the original notes.

Chapter rules, original sources & provisional choices

Based on the owner’s HexStrike story, card ideas and Miro auto-chess board. Dialogue, illustrations, seven-hex practice layout, encounter balance and progression here are new adaptations, not final source canon.

Place three unique companions. The outer six hexes act clockwise from north; center acts last. A starting toss chooses the first team. Teams alternate one surviving unit’s turn; Swift Strikes makes two attacks. Ordinary attacks select the first living enemy clockwise, with Battle Bound taking priority. Units that faint do not act.

Fortified reduces a normal hit by its remaining layers, then loses one layer—even when all damage is blocked. For this chapter, piercing pulses ignore Fortified, target one random living enemy and do not spill into champion damage. The original notes contain other piercing interpretations; this one is provisional. Preparation uses the starting team first, clockwise.

Fisher Farkle uses the early linked-allies +1 health draft. The bonus lasts for that battle, even if Farkle faints; later permanent/Fisher-only drafts are not applied. A maximum of 80 attack turns prevents loops. Champions start at 8/10 only to demonstrate repairs; unit survival decides a practice match. Six matches fit this opening; no money, product awards or account benefits are involved.

Classic version 1 saves retain their original rules in a separate slot. Saving or deleting this campaign does not change your classic journey. Guests must keep this tab open. Art and chapter dialogue are provisional.