Hexlands
Settle an island of hexagonal tiles with your friends: roll for resources, trade at the harbours, build roads, settlements and cities, and be the first to the victory-point target.
How it works
One person opens kutuverse.com and creates a room. Everyone else joins by scanning the QR code or opening the link — on a phone, a tablet or a laptop, whatever they already have. Nobody makes an account, nobody downloads anything, and the game runs directly between your devices rather than on a company's server.
Short of players? Add computer players to fill the table, or play the whole thing on one device and pass it round.
How to play Hexlands
Goal
Be the first to reach the victory point target on your turn. Settlements are worth 1, cities 2, and the Longest Route and Largest Army bonuses 2 each.
Your turn
- Optionally play one development card.
- Roll the dice. Every settlement or city on a hex with that number collects — one card per settlement, two per city.
- Then build, trade and buy in any order, and end your turn.
Building costs
| Road | |
| Settlement | |
| City | ×2 ×3 |
| Buy card |
Settlements must be two edges away from any other building and must touch one of your roads. Cities replace one of your own settlements.
Rolling a seven
Nothing produces. Anyone holding more than 7 resource cards discards half, rounded down. Then you move the robber to a new hex and steal one card at random from a player building there — you choose which one.
Trading
On your turn you may trade with the bank at 4:1, or 3:1 and 2:1 through harbours you have built on. You may also offer a trade to the other players; only the player whose turn it is may trade.
Bonuses
- Longest Route: first to 5 continuous roads, +2 VP. It moves if someone builds longer, and is lost if an opponent breaks your route.
- Largest Army: first to 3 played knights, +2 VP. It moves if someone plays more.
- Victory Point cards are worth 1 each and are counted automatically.