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Guide and Walkthrough by ASchultz

Version: 1.0.0 | Updated: 10/01/2006

Hexcite(GBC) FAQ version 1.0.0
copyright 2006 by Andrew Schultz schultz.andrew@sbcglobal.net

Please do not reproduce for profit without my consent. You won't be getting 
much profit anyway, but that's not the point. This took time and effort, and 
I just wanted to save a memory of a great game and the odd solutions any way 
I could. Please send me an email referring to me and this guide by name if 
you'd like to post it on your site.

================================

      OUTLINE

  1. INTRODUCTION

  2. RULES AND CONTROLS

  3. STRATEGIES

  4. PRACTICE MODE

  5. VERSIONS

  6. CREDITS

================================

  1. INTRODUCTION

Hexcite is an interesting little puzzler for the GBC which you'll probably 
never master. The computer starts getting esoterically good on later levels, 
but until then you can have fun mucking around. Basically you place triangles 
or their tetrominoes on a board and anyone who finishes a sub-area gets 
points. If you are stuck with a piece you can't place at the end, you lose 
points. Pieces are distributed randomly.

While this makes for a tough esoteric game, practice mode is still pretty fun 
to work through and I have to admit that the strength of this FAQ will be 
that--there's no subjectivity about it, and the tricks you'll find there will 
probably make you good enough to trash the lower levels regularly. And this 
bit of strategy will probably help more than anything detailed at first:

Chuck the big ones first, like you chuck the turkeys in a card game.

  2. RULES AND CONTROLS

You play on a board of 7 hexagons, each of which is made up of 24 triangles, 
so as to make hexagons with sides of 2 triangle-widths each. Here are the 
pieces:

1-triangle
 .
. .

Good all-purpose piece. Try never to throw it away.

2-triangle
  .
 . .
. . .

Can be tricky but you can use it in combination with the 2-parallelogram to 
start filling out places. It may look like a simple shape but due to its size 
you'll want to chuck it.

1-parallelogram

 . .
. .

The second-nicest piece to have--very hard to block.

2-parallelogram

  . . .
 . . .
. . .

Can be awkward to get rid of but if you have a surfeit early on you can play 
them early to threaten to clear out a big hexagon and force your opponent to 
play defense.

hexagon

 . .
. . .
 . .

The piece you probably most want to get rid of early on, besides the 2-
trapezoid.

1-trapezoid

 . .
. . .

This can often be fit into weird gaps and on the side--often you may have to 
put this against one side.

2-trapezoid

  . . .
 . . . .
. . . . .

The piece you want to get rid of if it's your first move. Placing it on half 
of an empty hexagon is obviously a bad move so you want to push it off to the 
side or create a quick edge to drop it.

You can only place a piece if all or none if its sides touches an already 
placed piece. The exception is at the start when the inner hexagon counts as 
sides for the first move. You get 5 points for each side you've placed that 
touches another.

You get 10 points for every other outside hexagon you fill in and 30 for the 
others.

You are forced to pass if you have no legal move. You cannot pass if you have 
a possible legal move. If both sides have no legal move, points get deducted, 
5 for each side on each shape left in inventory.

In this guide I may refer to a tip pointing in a certain direction--that 
would be the 60 degree vertex.

  3. STRATEGIES

--Place the 2-trapezoid in the center to start.
--don't worry too much about calculation until the end when you are starting 
out. Then try to designate "minefields" i.e. hexagons where if one person 
places something, so will the other. On the lower levels the computer is very 
stupid.
--don't try for points when placing bigger items. Just get them out of 
inventory.
--If playing the computer, take a 1-triangle or two and maybe a parallelogram 
when you get a free piece.
--If your opponent has a piece you don't, try to box out all possible legal 
ways to move it. Similarly if you have a glut of a certain piece, try to 
chuck it. If you have a glut of a big piece that can form a hexagon, you can 
use that a bit more aggressively i.e. if there is a 2-parallelogram you can 
fill it in with a 2-triangle if your opponent doesn't have one.
--it's difficult to judge point chain reactions but you may have to judge 
which move is better/worse at times. You've got all day--use a notebook if 
you have to. Or, OK, save states.
--the game can be lost early on in tougher levels if you go snatching extra 
points. And sometimes a game just isn't winnable if you've got bad pieces. 
Sometimes there are too many tiles for the board, others too few.
--sometimes surrendering a hexagon is OK. Let's say you put down a 1-
trapezoid for 15, allowing a 1-parallelogram for 10 to cover the bottom 
hexagon. It's difficult to assess point values but this is not such a bad 
trade late on. As things get later, chucking big pieces becomes more urgent.

  4. PRACTICE MODE

Practice mode is probably more fun than actually playing. It features 50 
short puzzles where it seems you only have X moves but it's still tough to 
figure it all out! Usually you need to just find the right path to win by 5 
points. Tying doesn't let you advance to the next level.

You don't always have to analyze--you can just guess and say X or Y or Z 
doesn't work. You will eventually find certain themes--but it pays to count 
how many squares will be open at the end or identify places that will 
probably get filled up.

1. Place the hexagon in the middle of the bottom hexagon so it is 1/2 
touching the trapezoid above. The other guy can't move the hexagon and gets -
30.

2. Turn the triangle point down and place it in the middle of the trapezoid. 
The computer can't move the 2-parallelogram and gets -20.

3. Move the trapezoid(small side up) so it touches the 1-triangle and place 
it there. He must place a triangle instead of a 1-parallelogram. You can 
place a triangle and you get the 10 bonus. He loses 20 points, and you win 
125-120.

4. Place the 1-triangle in the UL. He must place a triangle and get 5, but 
then you place one and get 10 again, then 10 bonus. You lose 20 but he loses 
2*15. 110-105.

5. You need to leave 2 moves after your first hexagon and in fact I don't 
really see a way to blow this other than to go to the bottom bit--he places 
the hexagon in the center of the DL and you lose. So place a hexagon in the 
UL of the DL and then you can place your next hexagon so it borders on two 
sides. He can't place his final hexagon.

6. Here he has opportunities to fill in a big hexagon unless you are careful. 
Place the 2-parallelogram right-point-up so it spans the D and DR--a 2-
triangle from each. Now whichever one he places(probably the hexagon in the 
DR,) you can place the 2-trapezoid to fill in a hexagon. You will win 125-
120.

7. Here you have to play defense. Placing the 2-trapezoid leads to a silly 
loss so that leaves the 2-parallelogram. Place it against the UL and U sides. 
He'll block you with his 2-parallelogram. Then he gets to place his triangle, 
making it 110-85 but you have 20 points to give with your trapezoid, so you 
win.

8. It's pretty clear you have to disrupt him from placing his trapezoind and 
the 2-triangle pointing down from the top of the hexagon is the way to go. He 
loses 20 points.

9. You need to block the computer from placing his 1-trapezoid, and you need 
to touch 2 walls with your triangle to do so. Tuck it in the top bit, and 
while it looks like the trapezoid has to fit somewhere, the bottom side will 
always be half-uncovered.

10.  More defense. You get a nice bonus if you drop your triangle in the DL 
but he gets an even nicer one for his hexagon. So put the triangle in the 
hexagon. Anywhere is fine.

11. Place the triangle point-up in the top bit. Then he will place the 1-
trapezoid in the bottom. You can place the parallelogram below the triangle 
for 15 points. He must waste his trapezoid.

12. If you don't watch it the computer will fill in the center--you need to 
make sure that last bit doesn't get filled in and if you place the hexagon in 
the DR it won't. He can place the trapezoid but neither of you can place 
what's left. You win 90-85.

13. Place the hexagon. He'll get a 30 point bonus for the DL hexagon, but 
you'll get 10 for the DR hexagon, and he'll lose 20 for his 2-trapezoid.

14. If you can stop him from placing his triangle, you can win the hexagon. 
Fortunately your 1-parallelogram pointed UR can fit between the 2-
parallelogram and 1-parallelogram. He'll get 20 for his trapezoid, but you 
get 15+10. He gets -15 for his triangle. 135-130, you.

15. Stop him from getting a hexagon and he'll have to pitch something. If he 
gets one hexagon you'll probably lose but if you place the triangle point 
down in the center of the bottom, he won't have any pieces that fit there. 
His parallelogram will allow you to fit your hexagon. Leaving his 2-trapezoid 
as junk.

16. Place the 2-trapezoid at the bottom first. He can't stop you from placing 
the 2-triangle and though he gets +40 for placing his triangle you can place 
your and give him -20 for his 2-parallelogram for a match. If you got greedy 
for points and placed your triangle he would have spiked you placing his 
triangle in the bottom, waiting to place the parallelogram for a move. 120-
140 there.

17. If no-one obstructs anyone, he gets the last move and a nice bonus. 8 
triangles, 2 tiles of 4 squares. But if one is sealed off, the 2nd player is 
in trouble. So place your parallelogram point-up at the top of where it can 
be. He'll place his L-D of that and you can place yours in the DR. He'll 
waste his last one.

18. Place the 1-trapezoid small side down in the DR. He will place a 
parallelogram. You can place one too for a bonus. Then nobody can place 
anything, but he has an extra trapezoid.

Note that if he placed a triangle, you could do the same--in the other open 
parallelogram. You'd each have five points less that way.

20. A little mindbender but then there can only be a few moves! Place your 
trapezoid small side up in the top. Then half of it will preclude him from 
mirroring you on the bottom.

21. The direct approach fails as usual(trapezoid for the big bonus.) But if 
you8 rotate it so it is:

---
 \ \
  \ |
   \|
    \

..and place it against two walls so that you threaten to fill the DL in with 
the triangle, you will be doing great. Because if he uses his hexagon(as he 
will) you use a triangle to win--same for trapezoid in the bottom. If he uses 
a trapezoid in the DL he's still in trouble--triangle in the bottom twice and 
his hexagons can't defend.

As things stand he loses 10 sides, you 3, and you win 135-130.

22. Placing the parallelogram just anywhere to ward off his triangle may 
result in a tie, so you need to let him place his triangle--parallelogram 
point-up in the DR of the DR. He must place his triangle, allowing you to 
complete the DR hexagon. If you went to the UR he would get the points.

23. Place the parallelogram UL pointed. You each place triangles for 10 
points but you get the bonus. He has an extra quadrilateral, which lets you 
catch up 20 more points. 90-85, you.

24. Place the parallelogram point up. That makes a double threat. He will 
defend with the hexagon(any other defense allows you to complete the DL after 
he moves--2-triangle + trapezoid + 1-triangle=parallelogram) and you can fill 
in the bottom. You can get 15 for your triangle, and at 140-170 he has 7 
sides to chuck.

25. Here you get the second move though I don't really know why. He'll place 
his hexagon and you can place the parallelogram in the bottom small base up. 
Now wherever he places his triangle, you can place two for the hexagon. He'll 
go down. You'll get 10 for each triangle and 10 for the hexagon. He loses 20 
for the parallelogram: 135-130.

26. This ends in some bizarre attrition. Form the hexagon with your 2-
parallelogram. He gets 10 with his trapezoid in the UL and you must block his 
DL hexagon with the 1-parallelogram. He'll make your trapezoid worthless with 
his 1-triangle in the center, but you're up 10 and, after the losses, 5.

27. Take the trapezoid and rotate it with one of the angled sides on the 
bottom. Then place the trapezoid so it splits the bottom hexagon--this will 
make the 2-triangle and 2-parallelogram useless. He'll place the trapezoind 
at the top and you can match it with your parallelogram on top for 15. Then 
you both get 10 for your triangles and it's tied, but he has 7 sides and you 
have 6.

28. Place the parallelogram to give him the bottom hexagon with a 2-triangle. 
Then place your triangle to split the DR bit. This makes his parallelogram 
useless. He'll get 10 for his trapezoid but that allows you 10 for your 
triangle, so you win 125-120.

29. Put the trapezoid small side down on the right edge of what's open. He'll 
place his trapezoid and you can place your triangle for 30 points. If he 
didn't place his trapezoid he would have lost his bonus anyway.

Analyzing the winning paths is interesting here--if he places his triangle in 
the bottom, you block his trapezoids with the parallelogram then get the 
bonus. In the DL, you block and get the DL bonus. In the center, block with 
the triangle and get the D bonus with the parallelogram.

But since he placed the trapezoid, you place the triangle. He'll block you 
getting the D bit but your parallelogram still gets 20. 175-170.

30. Place the parallelogram with the point up in the D so there are three 
triangles left. He has only one reasonable move now--parallelogram DL--and 
you can block him getting the DL with a small triangle. Everything else is 
worthless and you win 95-90.

31. Place a parallelogram to span the D and DR hexagons. He'll get 20 with 
one and you want to chuck your other parallelogram in the DL. Now you can get 
15 with one triangle in the DR--then you each get 10, but you get the bonus 
for the hexagon. He loses 20 for his piece.

32. Place the hexagon on the right edge. He'll get the 10 bonus with his 
parallelogram. Place the trapezoid against the left bit, long edge on the DR 
side. He'll place a triangle in the UR but you can spike things by placing 
one on the top so he can't use his 2-triangle.

33. Take a parallelogram and split the open area into two trapezoids. He'll 
place a trapezoid in the top and you can split the bottom with a triangle, so 
after he places a triangle you can do likewise, get the bonus, and make his 
triangle worthless.

33. Place a triangle in the UR of the DL. If he fills the D with a triangle, 
a hexagon wins it for you. So he will use his trapezoid. Now split the 
triangle on the bottom with a parallelogram for 10 points and you will just 
need to place the other triangle point down in the DL hexagon for a 10 to 
win.

34. Hint "first move is the hexagon" is a give-away for where to place it as 
if you place it to the left it is a clear forced loss(he places the trapezoid 
and if you place the parallelogram--he gets the DL. If you don't, he places 
the parallelogram.)

So give him the 15+10 and a 30 point lead. Place the parallelogram at the top 
for 15 points. He must place the triangle or give you the bonus. Place yours 
and he loses the parallelogram.

35. Again you want to surrender a bonus. Place a hexagon in the DR. Then he 
will get the DR with his parallelogram. Place yours so it splits the UL part 
remaining and he will use a parallelogram. Get 15 with your triangle and he 
wastes a parallelogram.

36. Putting the trapezoid in the UR corner looks good but only ties. Move it 
left one to threaten to take out the DL hexagon. He'll block with his 1-
triangle and you can place your 2-triangle, rubbishing his 2-parallelogram 
and winning by 5. He can't fit it in as the top side would be only half-
covered.

37. Put the hexagon so it spans the D and DR. He'll place the parallelogram 
to threaten to matck that area, and you can place the parallelogram below it. 
He can't stop you taking over the DR.

Note if he placed a trapezoind in the D instead you could split the DR with a 
parallelogram and you would still win by 5.

38. Place a triangle in the DR, the left corner. He'll put a parallelogram in 
the bottom, allowing you to place a triangle for the bonus(parallelogram in 
the DL only ties, as he can get a bonus too.) He can stop you taking the 
left, but you can get 10 with your parallelogram. 140-135.

39. Point the triangle down and place it on the left. He will place the 
hexagon for the DR bonus. Place the trapezoid for the DL. Now he gets a 
bonus, too, and it's tied--but he loses 20, and you lose 15 with what's left.

40. You need to create a fork of sorts--place the triangle point up at the 
top and you will have 2 places where you can drop your triangle. He'll block 
with the hexagon on the bottom, but you can place the triangle in the UR. He 
gets the DR hexagon but you get the bottom one. And he has a parallelogram 
left, which negates the 20 point difference in bonuses.

41. Place the parallelogram in the D for 15 points so he will use the 
trapezoid to get 20+10. Place yours long side UR to get 15. Now you and he 
place triangles for 5 and he wastes his parallelogram to lose by 5.

42. The computer places his triangle, making your hexagon worthless. Point 
your triangle down so it spans the D/DR. He will place his triangle. Place 
your trapezoid(getting the DR leaves you with the trapezoid) and he'll get 
the DR but you get the D.

43. He places a trapezoid to get the DR. You need the DL but he will try to 
block you, so place your trapezoid small side up in the UR. He will need to 
use his in the D and you can get the DL.

44. Place the trapezoid small side UR and you get 10. He'll place a 
parallelogram DR and you can place a parallelogram in the DL so you need 2 
triangles to fill things in. He gets the D with a triangle but you get 10 
with your last and win by 5.

45. Place the 2-triangle in the top. He'll place his triangle. Place your 
trapezoid on 1 D square and 2 DL. He'll place a triangle in the DL. Block him 
from getting the DL and you'l hold on.

46. Place the hexagon in the UL--he'll place his its UL border touches the D 
hexagon's UL. You should play the trapezoid so the long edge is UR, in the DR 
corner. That gets 10 points. He gets 30+15 for the next part but you get a 15 
point triangle and he has to eat the trapezoid.

47. After he places his trapezoid, you want to try to close off one square. 
You have the last move, and the tiles can fill up all but one square, so if 
you wall the D square off you can get the 30 bonus.

With this observation you can win pretty easily. You can force him to use his 
trapezoid any way you go at things, and first you need to position the 
parallelogram point up so the square in the D hexagon is isolated. He'll 
place the trapezoid on to. Place a parallelogram to get 10 points and so will 
he. Place the triangle in the DR.

48. Plain vanilla stuff getting rid of the hexagon just leads to a tie but if 
you take the 30 point loss for it you do better than if you just let him have 
the hexagon--which the pieces you both have would do, easily enough, if you 
put all 3 hexagons on there.

So put the first one on the right. He'll place one and allow you to place a 
parallelogram for 20 points--he'd get this if you saved your hexagon--he'll 
place one for 10 and you'll pass. He will place one for 10 but that cuts the 
gap to 130-95.

49. Place the parallelogram with the point UR so that you have a big green 
parallelogram on the left. Now you will have a place to put the hexagon. 
He'll take the higher scoring one, but oh well. He'll also place the 
parallelogram next, allowing you to get 10. (The other way he'd lose 20 for 
the parallelogram.)

50. You get the second move here. He places his big triangle. Now it looks 
like you need to place your hexagon, but that actually gives him a section. 
Place your triangle in the UR of the DL for 10 points. Place the other in the 
DL so he can only get 5 with his next one, and after losing your hexagon, you 
hold on.

End of FAQ proper

================================

  5. VERSIONS

1.0.0 sent to GameFAQs 10/1/2006 with practice mode and some tips. As that is 
the only part to walk through I will call this complete.

  6. CREDITS

Thanks to the usual GameFAQs gang. They know who they are, and you should, 
too, because they get some SERIOUS writing done. Good people too--bloomer, 
falsehead, Sashanan, Masters(thanks for the Magic Engine tip,) Retro, Snow 
Dragon/Brui5ed Ego, ZoopSoul, War Doc, AdamL and others I forgot. OK, even 
Hydrophant in his current not-yet-banned message board incarnation.

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Old school guide/map writer. Also the author of text adventures Ailihphilia, Shuffling Around/A Roiling Original (anagrams,) Very Vile Fairy File, Quite Queer Night Near, The Problems Compound, Threediopolis and Fourdiopolis.