Rules
Hexagon was the second game of the final of The Devil’s Plan Season 1. Two finalists faced a hexagon of 19 numbered tiles, studied it for 30 seconds and then raced to call out lines that made the target.
The board
The hexagon has rows of 3, 4, 5, 4 and 3 tiles, lettered A to S from the top. Each tile has a number on the front. A line is three tiles in a row: across, or along either diagonal.
A round on the show
- The numbers are shown for 30 seconds.
- The tiles turn over to their letters and the target number is revealed.
- A player who sees a line presses the buzzer and has 10 seconds to name it by its letters.
- A right line scores +1. A wrong line, a line already found, or running out of time scores −1.
- The round ends when every line is found, or when nobody buzzes for 90 seconds. The number of lines is never announced.
Our version
- Tile numbers are 1 to 9, and every target has 2 to 4 lines.
- Each round has a new board. A game is five rounds; the most points wins, and a tie is a draw.
- You can tap your three tiles first; the button then buzzes and answers in one press.
- After a wrong answer the buzzer opens for both players again.
- Both players can press Ready to hide the numbers before the 30 seconds are up.
- Between rounds the board turns face up and every line is shown.
- Solo (Daily and Practice): the same five rounds on your own. Press “No more lines” when you think you have them all; your score is your points.
Strategy
Memorise rows as numbers. Read each row as one number: 3-8-1 becomes 381. Five short numbers are easier than nineteen loose digits.
Watch the middle. The centre tile sits in three lines, the corners in only one or two. Know the middle row and the long diagonals best.
Think in pairs. For a target of 15 and a tile of 6, you need two neighbours in line that make 9.
Do not guess the last line. Every wrong answer costs a point. When you are not sure there is another line, let the clock run out.