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Strategy: how to win at Hexfolk

The most important decision in Hexfolk comes before the first roll: good starting spots sit on frequent numbers like 6, 8, 5 and 9 and cover as many different resources as possible. After that, the winner is usually whoever builds cities early, trades regularly and aims the robber at the player in the lead.

Setup decides a lot

Your two starting settlements feed you resources for the whole game. A weak start can be recovered from, but it costs you a lot of turns. Check every intersection against three questions: how often do the numbers of the adjacent hexes come up? Which resources will I get? Where can I expand from here?

In setup the starting player chooses first but places their second settlement last. The last player, in turn, places both settlements back to back and can match them up nicely.

Number probabilities

Two dice give 36 equally likely combinations. The number of dots on a token is exactly the number of combinations that produce its total.

TotalCombinations out of 36ProbabilityOn average every ... rolls
212.8%36
325.6%18
438.3%12
5411.1%9
6513.9%7.2
7616.7%6
8513.9%7.2
9411.1%9
1038.3%12
1125.6%18
1212.8%36

With four players each person comes round roughly every four rolls. A hex on 6 therefore pays out about every other round, one on 2 on average only once in nine rounds. In the short term dice vary a lot. If you rely on a single number, expect long dry spells.

Weighing up resources

Not every resource is worth the same. It depends on the board, but some patterns repeat in almost every game.

Two proven approaches: the expansion route relies on lumber and brick, builds lots of settlements and fights for the Longest Road. The city route relies on grain and ore, builds cities early and buys development cards for the Largest Army. Both work, as long as they suit your starting hexes.

Trading

Trading with other players is almost always cheaper than the bank. A 1:1 swap helps both sides, while the bank wants four cards for one.

Using the robber

The robber is your tool against the player in the lead. Put it on a hex that brings the leader a lot, ideally a 6 or 8 next to one of their cities. If several players build on a hex, you hit all of them, so take care not to block yourself.

Steal from whoever probably holds what you're missing. Someone who has just received a lot of ore is a good target if you want to build a city. Knight cards from the deck give you a way to chase the robber off your own hex without waiting for a 7.

Development cards

Development cards cost wool, grain and ore and are best value when you produce those three anyway. 14 of the 25 cards are knights. Three knights played secure the Largest Army and 2 points, as long as nobody plays more.

Play knights in good time to get the robber off your hexes. Monopoly hits hardest when everyone else is holding a lot of one resource, for example after a run of rolls on the same number. Victory Point cards stay hidden, so other players can only guess your score.

Playing against bots

Hexfolk game against three bots with the difficulty choice Easy, Medium, Hard and Master

Hexfolk has four bot levels. They differ mainly in how well they choose their starting spots and how far ahead they plan.

LevelBehaviourHow to beat it
Easypicks its setup from the four best spots, never trades with the bank, places the robber at randomsecure good starting spots and build cities quickly
Mediumpicks from the two best spots, plans its second settlement in advance, uses bank tradesgrab the Longest Road early and put the robber on its best hexes
Hardalways takes the best spot, plans its second settlement in advance and trades strategically with the bankcompete for the best intersections, use harbours, don't trade with the leader
Mastera planning bot that sets itself goals and recalculates after every stepspread your numbers, keep up pressure with the robber and have a clear plan from the start

Bots are a good way to practise at your own pace: set the turn time to unlimited and the bot speed to slow, and you can follow every move they make. The Master also plays in Ranked when there aren't enough people in the queue.

Frequently asked questions

Which numbers are best?

6 and 8 come up most often after 7, at 13.9% each, followed by 5 and 9 at 11.1% each. A good starting intersection collects plenty of dots and spreads them across different numbers.

Should I build cities or settlements first?

That depends on your hexes. With lots of lumber and brick you spread out first, with lots of grain and ore you build cities early. A city doubles production without needing new space.

How do I beat the Master bot?

Secure a range of good numbers in setup, use harbours and aim the robber at its strongest hexes. It's worth playing a few games against Hard first to get the flow of the game into your fingers.