



Knee Deep in Hexes
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Extract resources, build factories, send tanks. But your opponent has a whole turn to respond.
What it's about
A 90s RTS brought to the tabletop, hex by hex
Knee Deep in Hexes stems from a simple and devastating idea: what if the great real-time strategy games of the 90s — with their frantic economies, specialized units, resource management under pressure — became a two-player board game?
On a desert planet light-years away from Earth, two factions clash over the scarce remaining resources. Build extractors to gather materials and energy, erect factories, produce rapid construction vehicles up to the terrifying Palooza. Then choose your Companions — the General, the Commander, the Engineer, the Trickster — each with a unique deck of cards that redefines your tactics.
The central mechanic is a masterpiece of tension: the warzone you declare isn't fought immediately. Your opponent has a whole turn to react, redeploy troops, or strike you from behind somewhere else. Every decision is a bluff. Every move is a test of nerves.
The identity of this game
The feeling of building a base under pressure — extractors, factories, units — while your opponent does exactly the same. Like Starcraft, but with your hands on the map.
The secret of Knee Deep in Hexes in one line
You declare the warzone. Then you wait. Your opponent has an entire turn to respond. That pause is the heart of the game — and the moment you lose your mind.
From the game experience
Knee Deep in Hexes
Your arsenal
What you control in each game
4 Companions per faction
General, Commander, Engineer, Trickster. Each with game-breaking abilities and a custom deck. The combination you choose defines your tactics.
Customizable Deck
Use predefined decks in your first game, then build your own by combining action and war cards for increasingly devastating combos.
Economy to build
Extractors, factories, vehicles. You must build your production base before attacking — but time is short and your opponent won't wait.
Delayed War Zone
You declare where you want to attack. But the battle happens at the end of your opponent's turn — they have plenty of time to respond. Or to strike you elsewhere.
In a couple of hours, you'll have already understood your opponent better than you thought. Knee Deep in Hexes reveals people, one hex at a time.
🃏
Recommended Sleeves1 format · 104 cards total
📖
RulebookEnglish · Official BGG PDF
A game in five moments
What happens at the table
Not the rules. The experience.
Choose your faction. Already start studying your opponent.
The General or the Trickster? The aggressive deck or the tactical one? You are both silently choosing, trying to figure out what the other will do. The map is placed, bases are set. The planet is deserted and resources are scarce. You start building without losing sight of the border.
The resource race. He who builds first commands.
Extractors, construction vehicles, factories. The economy starts — slow at first, then increasingly frantic. Each hex has strategic value. Whoever takes control of the central nodes already has half an advantage. And meanwhile, the first combat units begin to move.
You declare the war zone. Then you wait.
The most tense moment of the game. You have chosen where to attack, you have deployed units, you have drawn the right war cards. You declare. And then it's your opponent's turn — who has an entire turn to respond. Redeploy troops, block a flank, hit you from behind somewhere else. That pause is where you win or lose your mind.
The combo no one saw coming.
The Trickster plays a card that changes the attack point at the last second. The Technician activates an innovation that doubles production. The Commander redeploys the entire front in one turn. There's always a moment in every game of Knee Deep in Hexes where someone finds a combo the other didn't anticipate. The table falls silent. Then it lights up again.
The HQ falls. Or key units end up in the graveyard.
The game ends in two ways: you destroy the opponent's headquarters, or you scrap their Palooza fast enough to cut off their breath. In both cases, the loser already has in mind the move they should have made on turn three. It's put back in the box — and you start talking about the next one.
How to play
The flow of each round
Four interwoven phases. You learn in one game, you master in ten.
Play action cards from your hand to build structures, produce units, gather resources, or activate your Companions' special abilities. Each card is a choice.
Choose which zone of the map you want to attack. Combat doesn't happen immediately: the battle will take place at the end of your opponent's turn. They have plenty of time to react.
Your opponent plays their turn knowing where you will attack. They can redeploy troops, activate defenses, or surprise you by opening a second front elsewhere.
The battle is resolved. Both players can play war cards to modify the outcome. Then you draw, update your deck, and assess the front.
Why it's different from the others
Six mechanics that make a difference
Delayed war zone
You declare the attack now, you fight later. Your opponent has an entire turn to respond. There is no surprise attack — there is only a better surprise than yours.
Companions with unique abilities
Four roles per faction, each with a unique card set. The Trickster bluffs, the Technician innovates, the Commander adapts. No two factions play the same way.
Real-time economy to build
Without resources there are no units, without units there is no attack. Economy management is continuous — and your opponent can sabotage it before it's ready.
Deep deck building
Predefined decks to start, custom building for those seeking depth. Combos are discovered game after game, not by reading the rulebook.
Drafted map
Casual variant with a predefined map or world building via draft. Every planet is different, every game opens new attack lines and paths to defend.
Increasing depth with the same opponent
Knee Deep in Hexes is a game that grows. The more you know your opponent, the more the games become duels of anticipation. The best game is not the first — it's the third or fourth.
How it ends
Two ways to win, one way to lose
You don't need to dominate the entire map — just hit the right spot at the right time. The winning strategy changes with every game.
Victory
- Destroy the enemy's headquarters
- Eliminate the enemy's most valuable units quickly enough to render them unable to react
- Utilize your Companions' abilities to find the decisive moment
Defeat
- Your HQ is razed to the ground
- You lose key units before you can build a credible response
- The economy collapses due to too many simultaneous attacks on production structures
Knee Deep in Hexes is one of the most original two-player games in years. An RTS that finally works on a tabletop — without a PC, without a screen, with all the tension intact.
Frequently asked questions
FAQ about Knee Deep in Hexes
Do I need to be familiar with 90s RTS games to enjoy it?
No. The reference to real-time strategy games serves to evoke the feeling — base building, economy under pressure, specialized units — but the rules are standalone. If you know Starcraft or Age of Empires you'll immediately recognize the rhythm; if you don't, you'll learn to play in twenty minutes.
Does it only work well for two players, or is something missing compared to other games?
It works exclusively for two players — and it was designed that way. It's not a limitation: it's a choice. The game is a duel, and every mechanic (the delayed war zone, asymmetrical factions, opponent knowledge) only makes sense in a head-to-head confrontation. If you're looking for something for 3-4 players, this isn't the right game.
Is the complexity suitable for casual players?
The complexity (2.82/5 on BGG) is accessible — the basic rules can be explained in about twenty minutes. The optional deck building adds a layer for those who want to go deeper, but the first game with the predefined decks flows naturally. It's not a gateway game, but it's not a heavy game either.
How long does a game actually last?
The indicated duration is 25–60 minutes. The first games tend towards 60 — you explore, you make mistakes, you understand the game's logic. From the third game onwards, with an opponent you know, you often play in 30–40 minutes. The game becomes more compressed as both players become more decisive.
Are expansions planned?
The publisher till5am has stated that new factions, companions, decks, and worlds are under development and playtesting. The base game is complete — expansions are designed to broaden possibilities for those who want more variety and combinations.
Is it available in Italian?
This is the English edition. The text on the cards is in English, but the amount of text to read during the game is manageable — many cards have repeatable icons and structures. A good B1 level is sufficient to play without difficulty.
Knee Deep in Hexes is a strategic skirmisher board game for 2 players (age 14+, duration 25–60 min). Designed by Marcel Kraatz, published by till5am. Key mechanics: deck building, resource management, asymmetrical battles on a modular hexagonal map. Each player chooses a faction and four Companions — General, Commander, Technician, Trickster — each with a unique deck of action cards and war cards. The central mechanic is the delayed war zone: you declare the attack and fight after the opponent's turn. Casual mode with a fixed map and advanced variant with planetary draft. It reimagines the pace of classic 90s RTS games in a tabletop format. English edition. Available on FroGames.it.

Knee Deep in Hexes
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