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Dewicked trope


* EverythingsBetterWithDinosaurs: Wild has a bunch of them. They even have some synergy especially with equipment.
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trope was cut by TRS


* EverythingsBetterWithLlamas: The 'Llamify' card.

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Not a trope


* EverythingIsBetterWithIndexes:
** EverythingIsBetterWithDinosaurs: Wild has a bunch of them. They even have some synergy especially with equipment.
** EverythingsBetterWithLlamas: The 'Llamify' card.
** EverythingsBetterWithSamurai: The Shin'Hare believe this.
** EverythingsDeaderWithZombies: Mostly standard fare. The campaign has a bunch of burning ones.
** EverythingsSparklyWithJewelry: Instead of lands, gems called 'shards' are your resource. You can also socket many cards with 'gems' to give them extra abilities.
** InstantAwesomeJustAddMecha: Loads of them.

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* EverythingIsBetterWithIndexes:
** EverythingIsBetterWithDinosaurs:
EverythingsBetterWithDinosaurs: Wild has a bunch of them. They even have some synergy especially with equipment.
** * EverythingsBetterWithLlamas: The 'Llamify' card.
** * EverythingsBetterWithSamurai: The Shin'Hare believe this.
** * EverythingsDeaderWithZombies: Mostly standard fare. The campaign has a bunch of burning ones.
** * EverythingsSparklyWithJewelry: Instead of lands, gems called 'shards' are your resource. You can also socket many cards with 'gems' to give them extra abilities.
** InstantAwesomeJustAddMecha: Loads of them.
abilities.


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* InstantAwesomeJustAddMecha: Loads of them.
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Everythings Better With Monkeys has been renamed to Silly Simian. Misuse and ZCE examples will be deleted.


** EverythingIsBetterWithMonkeys: Several. Mostly wild but there are is the Mecha Filk Monkey series.
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Trope is being cut.


** EverythingIsBetterWithPrincesses: The Kiss of the Princess as well as a few character troops.
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The Kingdom has been renamed The Good Kingdom. ZCE and unclear examples are being zapped; add back with more context if correct.


* The Humans: Primarily represented with Diamond, Ruby, and Sapphire cards. In terms of society, humans are characterized by TheKingdom though there seem to be several nations. Most rank and file human troops are unimpressive but many buff each other. The 'Inspire' ability is associated with humans and allows the weaker cards you play early to buff the more expensive cards played after. Humans are particularly adversarial to the Necrotic whom are made from human corpses.

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* The Humans: Primarily represented with Diamond, Ruby, and Sapphire cards. In terms of society, humans are characterized by TheKingdom the kingdom though there seem to be several nations. Most rank and file human troops are unimpressive but many buff each other. The 'Inspire' ability is associated with humans and allows the weaker cards you play early to buff the more expensive cards played after. Humans are particularly adversarial to the Necrotic whom are made from human corpses.
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* EarlyBirdCameo: Several characters receive cards or lore mentions before becoming important to the plot. Puck, Dream Bringer first appeared as a card in the very first set before gaining importance in Frostheart and Dead of Winter.


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** ''Dead of Winter'' also adds the Entities, skeletal abominations that utilize the Portal mechanic. To tie in with their strangeness, all of their cards are animated.


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* LifeOfTheParty: Balthasar, a unique Satyr character associated with the elves and the Merry Caravan. He becomes significantly less festive after [[spoiler:Puck is killed by Lord Blightbark.]]

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* EldritchAbomination: The 'Chaos-Touched' cardtype. Most common among Sapphire. This card type tends to focus on milling and stealing opponents' cards.

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* EldritchAbomination: The 'Chaos-Touched' cardtype. Most common among Sapphire. This card type tends to focus on milling and stealing opponents' cards. They are one of the lesser factions to receive focus in the Frostheart storyline.



* OurGnollsAreDifferent: They're mainly scavengers, and occasionally have an inventive streak. They receive focus as one of the teams competing during the Frostheart storyline.
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* TheFairFolk: Fae are present in Hex. They're fairly mischievous, but don't tend to be overly malicious. A group of fae party-goers called the Merry Caravan are one of the teams in the Frostheart storyline.


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* OurGnollsAreDifferent: They're mainly scavengers, and occasionally have an inventive streak. They receive focus as one of the teams competing during the Frostheart storyline.


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** Prince Zakkaz of the Necrotic also qualifies. Fitting, considering he's [[spoiler:Talysen's corpse Awakened into a Necrotic.]]

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* AndNowForSomeoneCompletelyDifferent: The Frostheart and Dead of Winter sets do not focus on the previously-established war between the Ardent and Underworld. They instead focus on several other factions in a mostly separate storyline. This is also the first set to introduce champions outside of the four main races.



* EldritchAbomination: The 'Chaos-Touched' cardtype. Most common among Sapphire. This card type sports a wide variety of very odd effects with no consistent theme.

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* EldritchAbomination: The 'Chaos-Touched' cardtype. Most common among Sapphire. This card type sports a wide variety of very odd effects with no consistent theme.tends to focus on milling and stealing opponents' cards.

Added: 250

Removed: 193

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* TheBeastMaster: Several cards come along with pets. The Ranger class in the campaign gets this as their hero power with each race getting a pet designed to work with that race and it's theme. The dwarf ranger gets a RobotBuddy that's a dog instead.



* TheBeastMaster: Several cards come along with pets. The Ranger class in the campaign gets this as their hero power with each race getting a pet designed to work with that race and it's theme.
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* TheBeastMaster: Several cards come along with pets. The Ranger class in the campaign gets this as their hero power with each race getting a pet designed to work with that race and it's theme.
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italics for work names


Hex (or Hex: Shards of Fate) is an online CardBattleGame heavily influenced by MagicTheGathering. A lot of the game's mechanics are fairly similar to a traditional MMO; there are still guilds and dungeons and raids, but card games are used instead of combat.

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Hex ''Hex'' (or Hex: ''Hex: Shards of Fate) Fate'') is an online CardBattleGame heavily influenced by MagicTheGathering.''TabletopGame/MagicTheGathering''. A lot of the game's mechanics are fairly similar to a traditional MMO; there are still guilds and dungeons and raids, but card games are used instead of combat.
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* The Coyotle: Represented primarily Diamond, Sapphire, and Wild cards. The Coyotle are a nomadic race of coyote people (incase you couldn't guess by the name) with a Native American motif. Coyotle have a strong emphasis on improving the cards in their deck and hand (frequently with the 'Prophecy' ability) with a secondary emphasis on reusing cards after they've been improved. Coyotle also feature the most troops that can be played as a reaction allowing them to ambush enemies. The Coyotle find the Shin'Hare to be an evil imperialistic menace and a threat to their lifestyle.

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* The Coyotle: Represented primarily Diamond, Sapphire, and Wild cards. The Coyotle are a nomadic race of coyote people (incase (in case you couldn't guess by the name) with a Native American motif. Coyotle have a strong emphasis on improving the cards in their deck and hand (frequently with the 'Prophecy' ability) with a secondary emphasis on reusing cards after they've been improved. Coyotle also feature the most troops that can be played as a reaction allowing them to ambush enemies. The Coyotle find the Shin'Hare to be an evil imperialistic menace and a threat to their lifestyle.



* BeeBeeGun: The champion Morgan McBombus has this as his hero power.

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* BeeBeeGun: The champion Morgan McBombus [=McBombus=] has this as his hero power.
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Fixed an issue with references to the Necrotic.


* The Humans: Primarily represented with Diamond, Ruby, and Sapphire cards. In terms of society, humans are characterized by TheKingdom though there seem to be several nations. Most rank and file human troops are unimpressive but many buff each other. The 'Inspire' ability is associated with humans and allows the weaker cards you play early to buff the more expensive cards played after. Humans are particularly adversarial to the necromantic whom are made from human corpses.

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* The Humans: Primarily represented with Diamond, Ruby, and Sapphire cards. In terms of society, humans are characterized by TheKingdom though there seem to be several nations. Most rank and file human troops are unimpressive but many buff each other. The 'Inspire' ability is associated with humans and allows the weaker cards you play early to buff the more expensive cards played after. Humans are particularly adversarial to the necromantic Necrotic whom are made from human corpses.



* The Necromantic: The necromantic are represented with all colors except Wild normally but have the strongest presence in Diamond and Blood. They are a race of sentient creatures created by inserting magic gems into human corpses. Individual necromantic do not seem to be reanimated versions of the former user of the corpse but apparently their power is somewhat determined by it (hence human kings are in particular demand). In terms of gameplay, Necromantic have immense flexibility in how they're used. The 'Shift' ability is associated with them and allows their troops to transfer their abilities to other troops. Their natural enemies are the Humans whom are both their supply of new recruits and 'irrationally' upset about their existence.

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* The Necromantic: Necrotic: The necromantic Necrotic are represented with all colors except Wild normally but have the strongest presence in Diamond and Blood. They are a race of sentient creatures created by inserting magic gems into human corpses. Individual necromantic Necrotic do not seem to be reanimated versions of the former user of the corpse but apparently their power is somewhat determined by it (hence human kings are in particular demand). In terms of gameplay, Necromantic Necromtic have immense flexibility in how they're used. The 'Shift' ability is associated with them and allows their troops to transfer their abilities to other troops. Their natural enemies are the Humans whom are both their supply of new recruits and 'irrationally' upset about their existence.



* CreepyMortician: A large number of Necromantics have this as their theme.

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* CreepyMortician: A large number of Necromantics Necrotic have this as their theme.
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Instant Awesome Just Add Ninja is now Gratuitous Ninja. Shoehorning, Zero Context Examples and examples not fitting "unexpected, gratuitous ninja" are being deleted.


** InstantAwesomeJustAddNinja: Most races have a ninja of some kind with the Shin'Hare probably having the most.
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* AwesomeButImpractical: Par for course with a game of this type.
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* ExplosiveBreeder: The Shin'Hare.
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* Magitek: A big part of the setting. The dwarves in particular excel at it but all races may make use of it.

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* Magitek: {{Magitek}}: A big part of the setting. The dwarves in particular excel at it but all races may make use of it.
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* Embodiment of Virtue: A number of the Avatar cards are this. Others embody other things.
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* AttackAttackAttack: Any card with the 'must attack' disadvantage has few other options.
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The game has five colors of magic that correspond directly to their Magic the Gathering counterparts with slight differences. Diamond->White, Ruby->Red, Sapphire->Blue, Blood->Black, and Wild->Green.

Within the setting there are eight main races divided into two factions of four and numerous minor races, creatures, and machines. The two factions are the Ardent and the Underworld.

The races of the Ardent are:
* The Humans: Primarily represented with Diamond, Ruby, and Sapphire cards. In terms of society, humans are characterized by TheKingdom though there seem to be several nations. Most rank and file human troops are unimpressive but many buff each other. The 'Inspire' ability is associated with humans and allows the weaker cards you play early to buff the more expensive cards played after. Humans are particularly adversarial to the necromantic whom are made from human corpses.
* The Elves: Primarily represented with Wild and Ruby Cards. In terms of society, Elves are hedonistic with shades of GeniusDitz but are certainly no less warlike than the other races. Elves sport the ability to quickly gain both temporary and permanent mana to allow them to get larger threats out quicker. Many elf or elf related cards sport some extra effect based around playing cards that cost at least 5 mana or having troops that cost at least 5 mana in play. ElvesVsDwarves is in effect with the elves regarding the dwarves as heartless tree murderers.
* The Orcs: Primarily represented with Ruby and Blood cards. Orcs are definitely ProudWarriorRaceGuys and have Mayan/Aztec motifs to go with their combat centered religion. In terms of gameplay, orcs tend to be glass cannons with an AttackAttackAttack mentality who grow stronger as they attack. Orcs consider Vennen their arch enemies as they are similarly religious but with an opposing paradigm. The fact that Vennon like using (living) orcs to incubate their eggs certainly doesn't help.
* The Coyotle: Represented primarily Diamond, Sapphire, and Wild cards. The Coyotle are a nomadic race of coyote people (incase you couldn't guess by the name) with a Native American motif. Coyotle have a strong emphasis on improving the cards in their deck and hand (frequently with the 'Prophecy' ability) with a secondary emphasis on reusing cards after they've been improved. Coyotle also feature the most troops that can be played as a reaction allowing them to ambush enemies. The Coyotle find the Shin'Hare to be an evil imperialistic menace and a threat to their lifestyle.

The races of the Underworld are:
* The Necromantic: The necromantic are represented with all colors except Wild normally but have the strongest presence in Diamond and Blood. They are a race of sentient creatures created by inserting magic gems into human corpses. Individual necromantic do not seem to be reanimated versions of the former user of the corpse but apparently their power is somewhat determined by it (hence human kings are in particular demand). In terms of gameplay, Necromantic have immense flexibility in how they're used. The 'Shift' ability is associated with them and allows their troops to transfer their abilities to other troops. Their natural enemies are the Humans whom are both their supply of new recruits and 'irrationally' upset about their existence.
* The Dwarves: Represented primarily with Sapphire and Ruby cards. A single gender race of small men made out of stone driven by technical curiosity and a technocracy. Dwarves have the most artifact synergy of any race and in particular have synergy with 'robot' artifacts. The 'plans' artifacts are artifacts that can tap dwarves/robots to accumulate construction counters and turn into cards of much greater value than their original cost once they're accumulated enough. Dwarves regard elves as silly and don't seem to understand why they'd be upset by having half their forest burned down.
* The Vennen: Represented with Sapphire and Blood cards. A race of spider men fanatically devoted to their theocracy. The characteristic approach of the Vennen and Vennen decks is to stuff their adversaries deck full of 'spider eggs' and then milling their enemies decks. Whenever these eggs are revealed they turn into spider troops which the Vennen have immense synergy with. The Vennen find the orcs religion abhorrent but they find living orc bodies to make excellent egg incubators.
* The Shin'Hare: Represented with Blood and Wild cards. This race of anthropomorphic bunnies plays the role of the immense empire with a WeHaveReserves attitude and a Feudal Japanese aesthetic. Shin'Hare have the ability to generate immense quantities of weak troops and then either do mass buffs or sacrifice them for a benefit. The Shin'Hare dislike the individualist nature of Coyotle society but are even more embarrassed by their previous failure to conquer them.
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* RainDance: The Coyotle have several cards with this theme. The effects tend to draw cards, gain life, decreases card prices, or create prophecies that do the same.

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