Strength · Staff
The Hex may easily Clock-In all Staff on their starting turn.
Faction 3 of 6 · The Rule of 6
Insectoid beings operating within a meritocratic hive mind. Robotics, Staffing solutions, and grand theatrical expressions of their culture.
In the game
Every Faction starts with its strength room already upgraded and its weakness room printed on the console for good. This is the card the game shows you at CHOOSE YOUR FACTION, in its own words.
Strength · Staff
The Hex may easily Clock-In all Staff on their starting turn.
Weakness · Ghost
The Hex are very thorough when they remove Ghosts. Therefore additional Ghosting requires more Staff.
From the Xenorama
As a result of the AI wars, the FOS selected The Hex to produce the galaxy’s Robots. Their hives are extremely efficient, but they really don’t like Ghosts.
The Hex are insectoids that went from breeding worker drones to building an automated workforce. They founded the Great Engram Collective, which now runs all automated Staff in the galaxy. The Hex are sensitive to the effects of ghosts and struggle to contain them.
Your AI Hotelier Console
Six hexes of rooms round your Action Hex, four docks for guests, your staff pool, and the Weakness Room printed where you cannot get rid of it. The same console is a punch-out board in the box, a screen in the browser, and a triangle on the round table in the tablet edition.
Your Snohe marker. First to 24 wins.
Across the hex
Their strength is Ghost — your weakness. Their weakness is Staff — your strength. The Rule of 6 puts you directly opposite each other on every hex in the game.