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Place spell cards in a hex rune circle, link runes and beat the boss.

How to play

  • Drag a spell card onto one of the six hex slots (or tap the card, then tap a slot).
  • Same runes side by side link into chain bonuses. Tap an enemy to aim.
  • Hold a card or enemy to read it. Press End Turn when you are out of mana.

Screenshots

Achievements

0 / 15

  • First SpellWin your first fight 10 XP0% of players
  • Linked UpMake your first rune chain 10 XP0% of players
  • Full CircleFill all six slots of the circle 10 XP0% of players
  • Four of a KindMake a chain of 4 or more 25 XP0% of players
  • Unbroken RingChain all six slots with one rune 50 XP0% of players
  • HexplodingDeal 40+ damage with one card 25 XP0% of players
  • Mire ClearedDefeat the Mire Mother 25 XP0% of players
  • Bell SilencedDefeat the Bellwether 50 XP0% of players
  • Written in InkWin a run 100 XP0% of players
  • Stillwater RunWin a run with Morrow 100 XP0% of players
  • AscendantWin on Ascension 3 or higher 100 XP0% of players
  • MagpieHold 300 gold at once 25 XP0% of players
  • Charm BraceletCarry 8 trinkets in one run 50 XP0% of players
  • Elite HunterDefeat 3 elites in one run 25 XP0% of players
  • Daily WitchFinish a Daily Run 10 XP0% of players

About this game

Hexbound is a deckbuilding card roguelite where every spell you cast has a place. You are a travelling hedge-witch, and your spells are written on hexagonal tiles. Each turn you place them in a rune circle of six slots around you, and where you put a card matters as much as what it does.

Put the same runes side by side and they link into a chain. Ember chains burn your foe, Tide chains raise your shield, Thorn chains grow brambles that hurt every turn, Gale chains draw more cards. Fill all six slots for a Full Circle burst. The circle fades every three turns, so plan your rings before they vanish.

Pick a path through three acts of branching maps: fights, elites, mystery events, a peddler's shop, campfires to rest or upgrade, and a boss waiting at the end of every road. Every run is different, and every run makes you better.

  • 55 spell cards to discover, each with an upgraded version
  • Drag a card onto a slot, or tap the card and tap the slot
  • 18 trinkets that bend the rules of your run
  • 12 enemies, 3 elites and 3 bosses that each fight their own way: sealing your slots, cursing your deck or ringing a bell that wipes your circle
  • 12 mystery events with real choices
  • 2 witches to play: Wren burns hot with Ember and Thorn, Morrow flows with Tide and Gale
  • Ascension levels for when you have won and want it harder
  • A Daily Run with the same seed, witch and twist for every player that day
  • Card collection and run history to track your progress
  • Short runs that fit a bus ride, readable cards made for phones
  • Plays offline, no account needed

Hold any card or enemy to read exactly what it does. Then step onto the Mire Road and see how far your spells can carry you.

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