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Bard's Corner (Spotify)▾
HEXAGON ISLAND
~ the full game · your phone is your hand · the TV is the island ~
SETTLERS
OF THEM, RIVALS
SETUP
WTF MODE
THE ISLAND RISES

HOW TO PLAY

  1. Every game the island is born anew: tiles, numbers and harbors are shuffled. No two islands alike.
  2. Your phone is your entire hand: resources, hidden cards, build buttons, trades. The big screen is the island seen from above.
  3. Take turns rolling two dice. Every tile with that number pays its resource to the settlements touching it. Cities collect double.
  4. Spend resources to build roads, settlements and cities, or buy development cards. Trade freely with the table or the bank.
  5. A roll of 7 wakes the robber: big hands discard half, and the roller plants him on any tile to block it, and picks a pocket.
  6. Longest road (5+) and largest army (3 knights) are each worth 2 points, and can be stolen. First to 10 points wins.
  7. Five or six settlers: paired turns. The dice holder takes a full turn; then the third player to their left takes an action phase of their own: build, trade with the bank or a harbor, play one card, move one ship, but no trades with other players. Either can win in their part. Then the dice pass.
  8. On the sea: The Far Shore. Ships (wood + sheep) are laid on the water like roads, from a coastal settlement; a coastal starting settlement may take a ship instead of its road, and Road Building lays roads, ships, or one of each. Once a turn you may move one ship from the open end of a line to a new lane, never one laid this turn, never one on the pirate's hex. Gold fields pay a resource of your choice. Your first settlement on each small island earns 2 points. On a seven, tap a land tile for the robber or a sea tile for the pirate, who robs a ship beside it and closes its lanes. First to 14 points wins.
  9. The Archipelago: four islands and no main one, six islands for five or six settlers. Your two starting settlements go on one island or two; those are your home islands. Your first settlement on any other island earns 2 points. The pirate starts off the board. First to 13 points wins.
  10. The Fog: two islands in the open and a bank of fog between them. Start on either island. The moment a road or ship of yours touches a hidden space, the fog appears on your phone: tap it to lift it. Land pays you one card of its kind at once (a gold field pays any card); open water pays nothing. No island points here. The pirate starts off the board. First to 12 points wins.
  11. The Desert Crossing: a desert cuts the main island off from a strip of land behind it, and small islands lie beyond the water. Start on the main island. Your first settlement in each region beyond, the strip by road across the desert or an island by ship, earns 2 points. First to 14 points wins.
  12. The Far Traders: a lost tribe lives on the islands around the large one. Their tiles carry no numbers, so settlements go only beside numbered tiles and the robber too. Tokens sit on the tribe's far edges: the first ship to reach one takes it. A point token is 1 point; a hidden card is a development card, yours to play from next turn; a harbor token is placed beside one of your coastal settlements, one edge clear of any other harbor, and works at once. First to 13 points wins.
  13. The Wonders: the large island with a desert wasteland, and two small islands that pay 1 point for your first settlement on each. No pirate. Five wonder tiles sit beside the board, each with a requirement and a cost. Once you meet a requirement you may claim that wonder on your phone; nobody else may build it, and you may claim only one. Each of its four levels costs the same resources, and you may build as many levels in a turn as you can afford. Starting settlements may not take the marked corners: the brown squares along the wasteland, the purple squares at the strait, or the red X corners beside them; those wait for the game proper. Win by finishing your wonder, or with 10 points and a higher wonder level than every other settler.
  14. The Pirate Coast: the main island in the east, the pirates' islands in the west. Every settler starts with a settlement and a ship on the east coast, plus the two of the draft. There is no robber. After each roll the pirate fleet sails the lower die along its path; if it stops beside your buildings it attacks with that strength against your warships: weaker, you lose a random card and one more per city; stronger, you take any card; even, nothing. A knight arms the ship nearest your coast as a warship; that is all knights do here. One unbranched line of ships may go west, through your beachhead, where you may settle, to the fortress in your color. At the end of a turn with your line at your fortress you fight: a die against your warships; win and a lair falls, lose and you lose two ships, draw and one. Three lairs down and the fortress is your settlement. A seven takes half from anyone over seven, then the roller steals from any player. No longest road, no largest army. Win with your fortress taken and 10 points.
  15. The Weavers: two large islands and islets of weavers between them, each islet home to two villages with five bales of cloth apiece. Three starting settlements: the first two pay nothing, the third pays its tiles. A ship line from one of your buildings to a village opens trade: one cloth at once, and one more each time the village's number rolls, until its pile runs out. Two cloth make a point. Ships on a village route never move. Nobody settles an islet, the robber never visits one, and the pirate stays put until you trade with a village; then it may take a card or a cloth. No longest road here. First to 14 points wins, or when five villages have run dry the most points wins, ties to the most cloth.
  16. With 5–6 settlers the island grows to 30 tiles, and between turns everyone gets a special building phase: build and buy freely, no trading, tap DONE when your hammers rest.

WTF MODE

  1. Switch WTF MODE on beside the button that opens the island.
  2. When the island opens it deals tonight's die: six of the rules below, numbered one to six. Every phone taps GOT IT once it has read them.
  3. Every fourth round the die drops. One settler gets ROLL IT on their phone, and the face that lands takes over.
  4. A lasting rule holds until the next die. A one-off happens once, on the spot.
  5. The WTF menu at the bottom of every phone explains tonight's six, and marks the one in force.

    Settler's wisdom: wheat feeds everything. The robber knows this too.

    WTF
    WTF