FAVORITE HEX•HEX LAWS

This is the juice of the game. Sure, you've already won and shown your frenemies just who's voice carries the day. Now you get to rub it in. Here are some of the best rules we’ve seen:

 

  • After the hand is dealt, look over and sequence your cards into a face down stack. When you become the Intended, play the top card of your stack.
     

  • When you pass a Hex to the left or right, choose a card from your hand and pass it to the player with the Hex. They put the card into their hand before responding to the Hex. If you have no card to pass with a Hex moving left or right, you may not pass and are Hexed.
     

  • The dealer must deal the hand face up.
     

  • The Hand Size is now three cards.
     

  • The Hand Size is now six cards.
     

  • Anyone who points a finger during the game loses one Voice.
     

  • Any player with a Voice of 0 or less may not speak until their Voice is raised to at least 1 Voice.
     

  • Players who are Hexed in a round may cause an equal loss of Voice to any target player.
     

  • A Hex passed to the Left must be passed with the Left Hand, a Hex passed Right with the Right hand or you lose a Voice.
     

  • Touch the Hex token to your chin before passing it or the card you just played is cancelled.
     

  • Players must play using only one hand (except for shuffling and dealing)
     

  • At the beginning of the round, two Hexes are cast simultaneously. One by the current caster, the other by the player across from the caster.
     

  • The first card played by each player in a round is played blind. Have another player select the card for you.
     

  • Any card may be cancelled (as though Null were played) by any player who sacrifices two voice.
     

  • Refer to The Intended as “My Prince” or “My Lady” respectively as you pass them the Hex or lose one Voice.
     

  • Must point to The Intended player with your elbow before passing the Hex, or lose a Voice.
     

  • If a Hex goes off on a player and there is still another Hex in play, all players must pass their hands to the left or right at the discretion of the player Hexed.
     

  • At the beginning of the round, your hand size changes according to your total Voice. Voice –13 to –7 (Hand of 7) Voice –6 to 0 (Hand of 6) Voice 1 to 7 (Hand of 5) Voice 8 to 14 (Hand of 4) Voice 15 to 21 (Hand of 3)
     

  • All Hexes start as Boosted Hexes. Playing a Boost card reverts them to standard Hexes.
     

  • You may display any one card from your hand face up in front of you as a deterrent to others. The card still counts as being in your hand.
     

  • Escalating Obsession now keys off Turn Aside Left and Turn Aside Right instead of Deflect Across.
     

  • When any Hex goes off it does double damage. The players to the immediate left and right of The Hexed suffer half that amount of Voice rounded down.
     

  • Before the round begins, all players must pay me a tribute of one card of their choice.
     

  • Any player with a Voice of 7 or higher loses three Voice if they cause the Hex to go off on a player with 1 Voice or less.
     

  • Each time someone makes a rule, all preceding rules are cancelled – but the winner of each round gets to make the rule instead of just the winner of the game.
     

  • The player with the lowest share of Voice at the end of the game Lays Down the Law.
     

  • Before the round begins, all players must pay a tribute of one card to the author of this rule. (and then just paint a target on your head)
     

  • Any 'Play Immediately When Dealt' cards put in play also affect the player sitting opposite you (if odd # of players, you choose who benefits) - Patrick Wiles
     

  • All references of the word 'left' are now 'right' and vica-versa. Anyone caught messing it up loses one voice. - James, Pawndisc
     

  • You must say the number of words in the title of a card (and the name of the card) aloud as you play it, ie "3, Turn Aside Left", or forfeit a number of voice equal to the number you should have said. - Richard Taylor
     

  • There are three additional cards dealt face down each round. Starting with the hexer, each person bids an amount of voice for the extra cards. The hexer has an automatic bid of 0 voice. If you look at your hand, you cannot continue to bid. Thus if someone looks, then they may not bid any more than they already have. - Michael & Karen Victorine
     

  • When you Null a card, the person whose card was nulled gains 1 voice. - Michael & Karen Victorine
     

  • The base amount of voice a hex is worth doubles each round. So in a five player game, the six hands are worth 1, 2, 4, 8, 16, 32. - Michael & Karen Victorine
     

  • Each time a player becomes the Intended they must say 'Beware the Weasel' ...with emphasis that they only have one hex in front of them or 'Beware the Weasels' if they have multiple hexes in front of them. Failure to do so results in a loss of 2 voice times the number of cards remaining in there hand per hex in front of you (for example: if you have 3 hexes in front of you, 4 cards in your hand and you fail to say 'Beware the Weasels' you lose 8 voice for each hex) - Sam Williams
     

  • At the end of each round you can keep any number of cards in your hand. You then get dealt up to 5 cards. BUT you can't discard CURSE- it has to stay in your hand until you get Hexed. - Andrew Smith
     

  • If you say some 'keyword(s)' (in our game we had 'yes' and 'no) allhexes go to the player that said it. If a hex should happen to go offon that player, the player that noticed them say the word gets thevoice. -Andrew Smith
     

  • Grab a box of Trivia cards. When the Hex goes off, the Hexed loses voice as normal. The one who passed the Hex is asked a trivia question chosen by the Hexed. He gets it right, he gains a voice as normal. He gets it wrong, he loses one voice instead. Self-kablamm! -Brian Sebby
     

  • When a card is Nulled - the player so nulled gets to draw one card and then has another Hex placed in front of him. -Mike Rios.
     

  • Whoever has most voice get's dealt only 3 cards. -Maxwell Hansen
     

  • Boost does 2x damage. -Maxwell Hansen
     

  • Hex Hex card does damage to all who drop their cards and raise hands. (great rule after it's hardwired into your brain to throw up your hands when Hex Hex is yelled) -Maxwell Hansen
     

  • Whenever you pass the Hex across the table, lose a voice.