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Knee Deep In Hexes box art

Knee Deep In Hexes

Players

2

Time

25-60

Age

14+

Weight

2.5

Rating

9.01

Fit

Teach 2.4

Teaching signal

Replay 4.0

High replayability

Interaction 3.7

Highly interactive

Scaling 4.4

Scales well

Strategy 4.7

Deep strategy

Control 3.0

Luck-sensitive

Table feel

Moderate level of interaction with a mix of direct confrontation and strategic depth.

Replay value

Knee Deep in Hexes offers a high level of variability with its gameboard and expansions, allowing for different experiences each time it is played. The strategic depth and scalability contribute to its replay value, while the player interaction score adds to the overall enjoyment. The game strikes a good balance between easiness to learn and depth, making it accessible to new players while still offering room for improvement. With a final replayability score of 8.03, Knee Deep in Hexes is highly replayable and offers a fresh experience with each playthrough.

Luck profile

Knee Deep in Hexes has a moderate influence of luck. Random elements have a notable but not exclusive impact on the game outcome. While there is some room for players to mitigate the effects of randomness through strategic decisions, luck still plays a significant role. The game has a balanced mix of luck and strategy, making it suitable for players who enjoy a combination of both elements.

Overview

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! —description from the publisher

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Credits

Designers

1
Marcel Kraatz

Publishers

1
till5am

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