
TOWER CELL
Create a powerful link between tiles to ensure victory!
Tower Cell (Hex-Chess) is a 1v1 abstract board game where players draft and place hexagonal shaped tiles on the board to battle each other within a point based system. Each “Hex Tile” has green and red “cells” with numbers listed in them. Red Cells output damage during combat. Green Cells are boosters that can increase a Red Cells attack damage output as long as they’re linked (connected). To ensure victory over your opponent a player must know how and when to connect their hex tiles in a combination to obtain the most damage output to take over the board. To win, a player needs to destroy both of their opponent’s Tower Cells which have their own health points.
The playing board…
Each player side has two slots where they place their Tower Cells (the smaller hex slots). Tower Cells are the powerhouse of a player’s hex army. From there players will take turns placing Hex-Tiles on their bench (highlighted in green) and eventually move them up into the front lines (highlighted in red) to initiate in combat with the other player. As long as Hex-Tiles are connected to a Tower Cell, they will receive an additional power boost from that Tower Cell. But players must be cautious, because if a Hex-Tile gets destroyed by an enemy piece, any roll over damage will effect anything possibly linked to it. This is the way players can destroy each other’s Tower Cells easily. Tower Cells may be a great booster but at the same time vulnerable to enemy attacks. Hex Tiles are able to cross over the front lines into enemy territory, but it’s wise to have them stay linked to avoid an easy takeover.
Rules on how to play
Click the button below to learn how to play Tower Cell.
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Hex-Tiles can move up, down and side to side on the board with the action called “Shift”. They cannot rotate. They must always face the same direction. Your Hex-Tile’s attack cells will always face your opponent. They also cannot overlap each other or stack or jump each other.
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Players on their turn can perform 2 actions out of 4 actions given. Then they can enter the Battle Phase.
Actions:
-Draw a Hex-Tile from the communal pile.
-Summon a Hex-Tile from hand to the bench only. Summoning sickness forbids a new tile to attack when summoned.
-Shift a Hex-Tile around on the board. This is a tile’s basic movement.
-Swap one of your Hex-Tiles on the board with another in play.
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As long as a Hex-Tile’s Power Cells (green) are connecting another Hex-Tile’s Attack Cells (red) they are considered linked.
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Damage output can roll over into any Hex-Tile that is linked to the tile being attacked. The player receiving the roll over damage can choose which Hex-Tile receives the damage as well as any Attack Cell that is connected via Cell Link.
If a Hex-Tile’s Attack Cell is destroyed and there’s roll over damage, the player receiving the damage can choose to have that left over damage destroy any other Attack Cell that may be connected via Cell Link on that same Hex-Tile before they allow the damage to flow into another new connected Hex-Tile.
Hex-Tiles
Hex-Tiles are the soldiers players send out to battle each other. In this section, we explain how they operate, deal damage, gain boosts and move on the board.
Explanation of burning out a cell, and how a tile gets destroyed and how rollover damage works.