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Outlive, Outplay, Outlive!

Hex Gems

This game is all about brewing spells and concocting potions as means of defeating opponents in a last-man-standing format. Add-ons, an important part of the game allow players to enhance their spells and potions, amplifying their effects and improving their chances of triumph.

2-4 players | 20-60 minutes | Ages 7+

Concoct, Cast & Conquer!

Step into a world of magic and strategy with our new card game designed for two to four players! This game will keep you on the edge of your seat as you brew potent spells and make strategic moves to outwit your opponents.

Feel the thrill of the unexpected as hearts are damaged and spells are casted. As the game progresses, the energy elevates, and every turn can bring about a surprising twist - it's a rollercoaster of excitement, strategy, and fun. So gather your friends, prepare your strategies, and get ready for a game night you won't forget!

What's in the box?

Hex Cards

132x Hex Cards

Tokens

48x Timekeep Tokens

20x Timekeep Tokens

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ABOUT US

Hex Gems comes from the teamwork of Rudra Raghava and Nial George, merging fresh ideas with smart planning. Their joint effort turned an original concept into a ready-to-sell card game that blends deep strategy with a fantasy theme. Together, they have created a game that stands out for its engaging play and imaginative setting.

At 15, Rudra Raghava is the mind behind Hex Gems, designing its core gameplay and storyline. His initial ideas formed the game, focusing on strategic battles with magical gems. Rudra's creativity is essential to the game's unique features and captivating world.

Nial George, aged 13 (now 14), saw the potential in Rudra's initial work and used his knowledge of strategy and marketing to enhance the project. His work has made the game better, helped it reach more people, and got it ready for sale. Nial plays a vital role in both improving the game and connecting with players.

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Welcome to the spellbinding world of Hex Gems!

We had a lovely time playing the game! I was about to unite the entire kingdom in one go through the spells I patiently had brewed, but after relaying my plans for utopia, the other players joined together and… I had to use my entire stack of shields but it just wasn’t enough… By the end we were all up in excitement and talked about it many times after. Great fun! Was missing it the other day being out with a few friends! Get it! Enjoy it!

Leonard P | Sweden

FAQ's

Rules

Types of cards

  1. Heart Cards - represent and track health

  2. Gem Cards - for brewing spells (only 2 per spell)

  3. Add-On Cards - increase the potency of spells

  4. Plate Cards - defend against spells.

Starting the game

  • Start by separating the Heart Cards from the rest of the deck.

  • Shuffle the deck.

  • Deal 3 cards from the deck to each player.

  • Give each player 10 Heart cards.

  • Give each player 12 Timekeep tokens.

  • Give each player 5 Paralysis tokens.

  • Place the remaining cards in the center.

  • Set aside a space for the Heart Cards.

  • Set aside a space for your hand, which should be face up.

  • Set aside spaces for your raised plate cards, brewing, and ready spells.

  • The game starts with the player to the right of the dealer.

When it's your turn to play

  • If you have spells brewing or are paralyzed, remove one Timekeep token from each.

  • Paralysis negates the progress of brewing spells.

  • Discard a plate card if it has no more Timekeep tokens.

  • A spell is ready to use when you remove the last token from it.

  • After removing tokens, you can perform actions like brewing and casting spells, and activating a plate.

  • Draw a card from the Deck to end your turn after playing your actions.

  • You can't play actions or use the card you just drew until next turn.

Brewing a Spell

Gem Cards + Add-On Cards = Brewing a Spell

Brew a spell using 2 gem cards.

  • A spell can't be brewed the same turn the second gem card is drawn.

  • Calculate brewing time by adding time attributes from both gem cards.

  • If total time is 0 or negative, the spell is instantly brewed.

  • Use Time tokens to track brewing progress.

  • Each turn, remove one token. When none remain, the spell is ready.

  • Up to 3 add-on cards can be added to a spell.

  • Each spell uses 1 of 3 available brewing slots.

  • Example: Brew a spell with Lemonite + Ceralite, 2 Berries, and 1 Cyanide.

Casting a Spell

  • Select an opponent for your spell.

  • Cast spells only on your turn.

  • Determine spell effects:

    • Attack: Sum gems' and add-ons' attack values. Force opponent to flip corresponding number of hearts.

    • Paralysis: Sum paralysis values of all spell cards. Opponent skips equal number of turns.

    • Cardburn: Opponent shuffles hand, flips cards, and you discard equal number of cards.

    • Example: Lemonite + Ceralite spell with 2 Berries, 1 Cyanide inflicts 7 damage, 2 Cardburn, 1 Paralysis.

Defending against a Spell using Plate cards

  • A plate is created from a gem card and can protect against spells of the same type.

  • To defend from spells, a plate must be activated.

  • A plate is activated by raising and declaring the plate card.

  • After two turns, a plate expires and is discarded.

Heart Cards

(Health and Damaged Health)

  • Heart cards represent player's health.

  • Each player gets 10 heart cards.

  • Damage from spells equals total attack values of spell cards.

  • Players flip heart cards equal to damage received.

  • Players exit game when all their heart cards are flipped.

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