HEXCREMENT GAME RULES


Hexcrement offers both a simple and a complex challenge! In the simple game (20-30mins), each player’s goal is to find dung and make their way home.
To take it up a level and enjoy a longer game, SEARCH FOR the same coloured dung as your beetle, otherwise TRY to collect two different types of dung to secure victory.

Objective:

Roll the dice to move your beetle around the board in search of dung. Flip the hex cards to find your smelly bounty! Once you’ve found your precious dung, make your way back home to lay your eggs. The first player to return to their starting position with their dung emerges victorious. But beware, your fellow beetles may have their eyes on your dung too. Be prepared to protect your stash while plotting to pilfer from others. Good luck on your dung-filled journey!


Quick Setup Guide for Hexcrement

Game Setup:

  1. Hexagon Playmat arrangement: Connect all 6 hexagon playmats around the dice tray.
  2. Hex Card Setup: Place all 48 hex cards face down in the dice tray. Shuffle them thoroughly.
  3. Hex Card Placement: Place 7 hex cards face down on each playmat. Start with your own mat first. We recommend positioning the 7 hex cards on tiles matching the colour of your beetle (you could just as easily place them anywhere on each mat without consequence, but using the coloured tiles does help to remember where they were if the board gets knocked).
  4. Direction Flip: Each player flips their direction coin to determine whether they will move clockwise or counterclockwise around the dice tray. Place your direction coin on the starting point at the bottom centre of your playmat as a visual reminder of your direction. This is also your starting and ending position.
  5. Dung Beetle and Dice: Place your dung beetle on top of your direction coin. Take a colour-matched dice.
  6. Who goes first?: To decide who takes the first turn, you can roll the dice, or for a fun twist, let the player who last “did a number two” take the first turn!

Gameplay Rules:

  1. Movement Rule: During your turn, your dung beetle can move to any tile within the range of your dice roll, as long as it follows the direction of play. Your final resting position must continue along the path in the direction you’re moving, without reversing or jumping back, unless instructed otherwise by a hex card. If you land on a hex card at the end of your movement, pick it up and follow the instructions.
    • Players cannot end their turn on the same tile or on a tile in the same line toward the centre or periphery, unless instructed otherwise by a hex card.
    • Beetles must keep moving in their direction of play, unless instructed otherwise by a hex card.
  2. Dung Quest: Search for dung by flipping hex cards and following the instructions on the cards you uncover.
  3. Dung Battles: If a player lands on another player’s tile while carrying dung, both players roll the dice to determine the winner.
    • If the challenger´s roll is higher, they get to pinch the other player’s dung (if they have any).
    • In case of a tie, no dung is lost or stolen.
  4. Victory: The first player to return to their starting position with dung is declared the winner!

Battle Rules:

In Hexcrement, beetles can challenge each other for dung supremacy. Here’s how a battle works:

  1. Initiating a Battle: A challenger must roll a high enough number to land on another player’s tile. The challenger cannot lose their own dung in the battle.
  2. Dice Roll Showdown: Both players roll their dice.
    • The challenger wins the battle if their roll is higher.
    • The winner takes one dung card from the other player.
    • If the roll results in a tie or the challenger loses, no dung is exchanged.
  3. Swipe Card Option: If the challenger has a swipe card, they may use it instead of rolling the dice to decide the outcome.
  4. Handling Multiple Dung: If a player has more than one dung card and loses a battle, they must give a dung card of the challenger’s preferred colour (matching their beetle). If unavailable, the challenger picks which dung card they want.

Multi-Player Battle Rule: If a challenger lands on a tile occupied by two or more other players, a battle is initiated with all players who are carrying dung. All involved players roll their dice.

  • If the challenger rolls higher than at least one other player, they win the battle and steal dung.
  • If the challenger rolls higher than all other players, they may only take dung from the player who rolled the lowest.
  • If the challenger does not roll higher than any of the other players, no dung is stolen.
  • In case of a tie, no dung is exchanged between the tied players.

HEX CARD INSTRUCTIONS

You do not need to memorise the following instructions for each of the hex cards as you can use the list below. If you like, you can download our free player action card pdf to remind all the beetle players of how to move and the instructions on each hex card. Some people may find this resource handy.

BLOCK: Player of your choice moves one less space on their next turn, i.e. if they roll a one, they skip their turn.

DASH: Make a run for it! Take an additional turn using one die.

💩 When you pick up a dung card, your dung beetle collects it and takes it home. Then, randomly draw one hex card from the dice tray and place it face down on this tile. Do not reveal or execute the effects of the new hex card. If another player lands on the same space as you while you are carrying the dung, both players roll dice. If your opponent’s roll is higher than yours, they steal your dung. If the rolls are equal or your roll is higher, you get to keep your dung.

FLIP: You get turned around. Reverse your direction by flipping your direction coin. Keep this card flipped for one turn as a reminder.

FRUIT: Yummy! Give your beetle a tasty treat. On your next turn, roll two dice instead of one. To remind yourself, keep this card flipped over for one turn.

GIVE: You must gift one of your dung cards to another player. If you do not have a dung card to gift, then gift a swipe card if you have one. If no dung or swipe cards are in play, remove this hex card from the board and replace it with another one and action this new hex card.

MEAN: You must choose another player who will only be able to move perpendicular to the direction of play on their next turn. If they cannot move towards the centre or periphery of the board, then they skip a turn. A player can only be chosen once per turn.

MORPH: The ground moves from under you. Swap this hexagon with another one already in play and follow the instructions on the new card.

MUD: Drop one of your dung or swipe cards (face down) and return this hex card to the pool. If you do not have a dung card, return this hex card to the pool and replace it with another one from the pool. Action the new hex card if possible.

ODOUR: Follow your nose! Move in the direction of play to the nearest hex token. Activate the new hex card. If two hex cards are equidistant, you may choose between them, but decide before you move.

PEEK: Flip over another hex card anywhere on the board and take a sneak peek. Reveal the hex card to all other players before returning it to its original position. Do not action the hex card until a player lands on it.

PUSH: Choose another player and reverse their direction.

ROCK: Move perpendicular to the direction of play on your next turn, either towards the centre or periphery of the board. Moving perpendicular to the direction of play is only possible from the five middle columns on each hexagonal tile. If you cannot make this move, then skip your next turn. Keep this hex card flipped for one turn as a reminder.

SHIELD: If you are carrying any dung or swipe cards, you are protected from losing them until your next turn. You are also shielded from other targeted actions during this time. If no dung cards are in play, remove this hex card from the board and replace it with another one. Action the new card.

SURGE: On your next turn, move 2 extra spaces in the direction of play. However, if someone has been mean to you, then move 2 extra spaces perpendicular to the direction of play or skip your turn if this is not possible.

SWAP: Switch places with another player. Do not pick up their hex card if they are on a hex card, but you may battle if they were sharing the tile with another player. The player you displaced must complete any unfinished action on their next turn.

SWIPE: Pick up this hex card. Place one from the dice tray in its place. Use this token to snatch a dung card from another player when you land on their tile. Return the swipe card to the dice tray face down after use. If multiple players share the same space, you can grab only one dung card from one of them.

TRAP: You fall into a pit. Skip a turn. Keep this hex card flipped for one turn as a reminder.

TUNNEL: Leave this hex card turned over. To create a tunnel, two or more tunnel cards need to be turned over. Once two or more tunnel openings are flipped, players may travel between them in any direction. Stepping from one tunnel opening to another counts as one move. Once a player has stepped to another portal, they continue moving in their direction of play. Once a tunnel card has been flipped it cannot be moved.

🌐📱🤳📲 Don’t Forget to Share! We’d love to see your special Hexcrement moments! Share your photos 📸 and stories 💬 on social media with the hashtag #Hexcrement, and don’t forget to connect with us on 🌟 Instagram, ⓕ Facebook, and 𝕏 Twitter to share your favourite Hexcrement stories. Let the 💩 roll!

Disclaimer: The mechanics of Hexcrement have been successfully tested with children as young as five years old who can read four-letter words. However, as the game has not undergone formal product testing, it is officially marketed for ages 14+. Parental supervision is recommended for younger players, especially to ensure that small pieces are not swallowed or thrown. That said, many parents enjoy playing Hexcrement with their children, making it a fun and educational experience for the whole family.


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