Hex Settlers
Roll, gather, build, trade. First to 10 points.
Place a settlement on a glowing corner.
- Place your first settlement (tap a corner), then a road next to it.
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You and two computer players settle an island of 19 hexes. Each hex produces one resource (wood, brick, sheep, wheat, ore) when its number is rolled, for every settlement (1) or city (2) on its corners. Spend resources to build: a road costs wood + brick, a settlement wood + brick + sheep + wheat, a city upgrade 2 wheat + 3 ore, a development card sheep + wheat + ore. Settlements must be at least two corners apart and connected by your roads. Settlements are worth 1 point, cities 2, the longest road (5+) and the largest army (3+ knights) 2 each, some cards 1. First to 10 wins.
Setup
Everyone places two settlements with a road each, in snake order: you, Ada, Bram, Bram, Ada, you. Your second settlement immediately gives you one of each resource next to it. Corners next to 6 and 8 produce most often; the small red numbers on the tokens mark them.
The robber
On a 7 nobody produces, everyone with more than seven cards loses half, and the roller moves the robber onto any hex, blocking it and stealing a random card from a neighbour. A knight card moves the robber too, and knights count towards the largest army.
Trading and cards
Trade with the bank at 4:1 whenever it is your turn. Development cards: Knight, Victory point, Road building (two free roads), Year of plenty (two resources of your choice), Monopoly (everyone hands you all of one resource). One card per turn, not one you bought this turn.
Tips
- Diversify: a settlement touching wood, brick and wheat beats one on three ore hexes early on.
- Ore and wheat win late games: cities double your income and the card deck is full of points.
- Roads are cheap; use them to claim the corners the bots are eyeing.
Hex Settlers is an original implementation of the settlement-and-trading genre and is not affiliated with any board game publisher.