- Hexfolk
- Expansions
Hexfolk expansions
Hexfolk has three expansions, all free and freely combinable in the lobby: Ships & Islands with 7 scenarios, Knights & Keeps with barbarians and city improvements, and the Chocolate Market with 5 boards of its own. On top of that come three variants you can switch on in any game.
All expansions at a glance
| Expansion | Core idea | Victory points | Players |
|---|---|---|---|
| Ships & Islands | ships, new islands, gold, fog, 7 scenarios | 12 to 14 | 2 to 8 |
| Knights & Keeps | commodities, city improvements, knights, barbarians | 13 | 2 to 8 |
| Chocolate Market | ingredients, production sites, chocolate market | 13 | 2 to 8 on the Original Board |
All expansions are part of the game and cost nothing extra. There is no expansion you have to buy, and no membership.
The three expansions
Ships & Islands
The island becomes an archipelago. Ships cost 1 lumber and 1 wool and link your settlements across the sea. The first to settle on a foreign island earns bonus points in most scenarios, gold fields produce a resource of your choice, and in two scenarios the world lies in fog and has to be explored first. On a 7 you may move the pirate instead of the robber. More on Ships & Islands
Knights & Keeps
Besides resources, cities produce the commodities paper, cloth and coin. You use them to improve your cities in trade, politics and science up to level 5, and from level 4 a metropolis worth 2 victory points awaits. A third die brings progress cards and moves a barbarian ship closer, against which everyone has to raise knights together. The goal is 13 victory points. More on Knights & Keeps
Chocolate Market
Alongside resources you collect ingredients: cocoa from the jungle, plus sugar, milk, hazelnuts and grapes from production sites on your hexes. From these you make five kinds of chocolate. The more a variety is in demand, the bigger the reward, usually victory points. The goal is 13 victory points. More on the Chocolate Market
Which expansion suits your group?
- You like exploring and racing: Ships & Islands. Every game turns on who reaches the best islands first, and the fog scenarios bring surprises.
- You like long, tactical games: Knights & Keeps. City improvements and progress cards give you plenty of decisions, and the barbarians force everyone to cooperate.
- You like economics and markets: the Chocolate Market. Whoever reads demand and produces at the right moment collects the most points.
- You want it all at once: all three can be played together, and the target rises accordingly.
To get started, try the tutorials in the main menu, which introduce each expansion in a short game. Afterwards you carry straight on against bots.
Combining expansions
Ships & Islands, Knights & Keeps and the Chocolate Market can be freely combined in the lobby, even all three at once. With Knights & Keeps the target of a Ships scenario rises by 2 points, and the Chocolate Market adds 3 points to whatever the other settings give. The lobby works this out automatically, but you can adjust the target yourself up to 20 points.
The expansions run with 2 to 8 players, for the Chocolate Market on the Original Board, while the smaller chocolate boards are meant for 2 to 4 players. Bots on every level play every expansion.
Variants for any game
Independently of the expansions, the lobby offers three variants that you can switch on individually:
- Friendly Robber: the robber may not be placed next to buildings of players with 2 or fewer visible victory points.
- Harbourmaster: buildings on harbours earn harbour points. The first to reach 3 becomes Harbourmaster and gets 2 victory points, until someone collects more harbour points.
- Event cards: a deck of 36 cards replaces the dice. The numbers are distributed as with two dice, and many cards add an event. Not available with Knights & Keeps.