Beginner briefing
How to Play HexaDome Tactics
One player faces one player, and each controls four Champions. Win by converting movement, attacks and cards into control of the scoring zones.
Feb–Aug demo rules — recheck at launch · checked Sep 8, 2026Quick answer
How did the published demo match end?
In the February demo rules, a player controlled a zone by having more Champions in it than the opponent. The match ended when one player controlled two zones, or after five rounds. The arena contained three zones rather than the earlier seven.
Version note: these are documented demo rules, not a claim about an unseen final build.
- 01
Read the objective and zone majority
Count Champions in the active scoring zone before spending damage. If neither side has the majority, the fight for that zone continues.
- 02
Set the four-Champion action order
The March demo update let each player arrange Champion play order during deployment. Put movement and control before the Champion meant to convert the opening.
- 03
Spend action points on a scoring change
Movement, attacks and setup compete for the same turn budget. Check whether the next action changes zone control, protects a scorer or prepares the next Champion.
- 04
Use sponsors and Tactics with a version check
The February demo granted a free Tactic Card for stepping on a sponsor tile and removed manual Hype drawing. Multiple Tactics changed again on August 26, so final card effects require launch verification.
Example sequence
What does one useful turn plan look like?
Move a Control Champion first to displace a rival, activate a durable scorer second to establish the majority, then preserve later activations for counter-pressure. The point is the sequence: setup before payoff, not a claim that one fixed roster is best.
FAQ
Is HexaDome Tactics PvP only?
Official launch copy confirms one-versus-one battles and campaign/training coverage for learning the systems. Use the campaign and training pages as the current non-ranked starting points.
Offline availability needs official confirmation. Public material reviewed for this guide does not prove whether the release build can be played offline, so this wiki will not present offline support as confirmed.
Mechanics library
Action Points
The tactical budget behind movement, attacks and setup. Every action point spent changes the options left in the turn.
Open rule status →Cover
Terrain and firing angles shape ranged engagements. Cover was reworked in the August 26 pre-launch combat update.
Open rule status →Disengaging
Leaving close pressure is a deliberate positioning decision. The disengage rule was reworked alongside cover before launch.
Open rule status →Scoring Zones
Matches reward control of arena zones and sponsor objectives, not only knockouts. Positioning is part of every damage decision.
Open rule status →Tactical Cards
Tactical cards manage resources and alter a turn. Official launch copy promises dozens of cards and hundreds of combinations.
Open rule status →Champion Play Order
Champion order can be arranged during deployment, letting a team sequence movement, control and damage before the match begins.
Open rule status →Combat States
Marked, Focus and Dizzy coverage with explicit unknowns.
Browse all states →