Hexa Stack guide

How to play Hexa Stack

Place one of three layered stacks on an empty hex. Bring matching top colors together, clear runs of ten or more layers, and keep enough landing space for the next move.

01 · The turn

Choose, place, then watch the top colors.

  1. Choose a stack. The tray offers three stacks at a time. You can use them in any order; after all three have been placed, the next batch appears.
  2. Place it on an empty hex. Occupied or locked cells are not legal landing spots. The board has finite space, so every placement matters.
  3. Merge matching tops. Neighboring stacks with the same exposed top color move their matching top layers into the placed stack. If a transfer reveals another matching color, the same move can keep going.
02 · Scoring

Ten layers clear; every cleared layer scores.

Example: 6 blue + 4 blue = a ten-layer clear

Place a four-layer blue stack beside a stack with six blue layers on top. Those neighboring blue layers move into the stack you placed. The resulting run reaches ten, clears, and adds ten to your target score. If there are more than ten matching layers, the extra cleared layers count too.

A clear can expose a different color underneath. If that new top matches a neighbor, the move continues automatically. This is a chain: plan for the color that appears after the first clear, not only the color you see now.

03 · Planning

Protect a landing spot for your next stack.

You win as soon as enough layers have cleared to reach the level target. You lose when there is no legal empty board space left before reaching it. There is no countdown: read all three tray stacks, look for adjacent matching tops, and avoid filling the last open hex with a move that cannot clear space.

Later chapters introduce locked cells. Their labels show the required score, cleared color, chain length, or ordered sequence. A lock is not a place to drop a stack; meet its condition first, then use the space it opens.

Practice the first clear in level 1 →
04 · Recovery

Use a tool when it changes the board plan.

Cleared layers also earn tool energy, one per layer, up to 30 stored energy. Spending energy does not lower your level score. The compact action bar sits inside the board; unavailable tools show their unlock level or energy cost.

Undo

Each level starts with two uses. Undo restores the previous board, tray, score, and locks while consuming one use. Earn one more use per 20 cleared layers, up to three.

Tray Refresh

Unlocks at level 4; costs 8 energy. Replaces the remaining stacks in your current tray with a deterministic new draw.

Hammer

Unlocks at level 8; costs 16 energy. Removes one occupied stack. A charged hammer can reopen a board that has run out of landing spaces.

Board Refresh

Unlocks at level 14; costs 20 energy. Exchanges occupied stacks across the board without moving locked cells. Matching neighbors do not merge during the refresh; place a new stack beside them to trigger a merge.

05 · Input

Click, tap, drag, or use the keyboard.

Select a tray stack, then choose an empty hex; you can also drag a stack onto a legal cell. On levels 126-150 and 176-200, select a stack and tap Reserve to hold it once, then place it from slot 4 later. Levels 151-200 use amber fragile landings that disappear when their stacks clear. Levels 170, 172, and 175 have two; keep another route open after each collapse. Levels 176-200 combine a reserve slot with one fragile landing. On a keyboard, press 1-3 for tray stacks or 4 for a filled reserve slot, use the arrow keys to target a cell, and press Enter or Space to place it. Press U to Undo, R to restart, or M to toggle sound.