All walking games

Hex

Walk to clear the fog, bank your steps and claim the map one hexagon at a time.

5.0 on Google Play
Hex

How you play Hex

The map is split into hexagons and covered in fog. Your steps are the currency.

The Hex map with the fog cleared along the streets you have walked
The Hex map with the fog cleared along the streets you have walked

Start a walk and clear the fog

Switch on the Hex layer from the Explore map and start a live walk. As you move, the fog lifts in a circle around you. Clear most of a hexagon and you discover it: its price appears, and it is yours to fight for.

Claiming a hexagon with banked steps
Claiming a hexagon with banked steps

Bank steps and claim it

Every step you take inside a hexagon is banked there. An unclaimed hex costs 4,000 steps; bank that and your name goes on it, with your banked steps as its price. Short of the mark? Cover the gap with Social Steps, four for every step. Claim on the spot, or at the end of your walk.

Each walker's banked steps on one hexagon
Each walker's banked steps on one hexagon

Claim it together

Walk with friends and everyone on the same live walk who is standing in the hex pools their steps. You co-own it at one price, and one walker's discovery unlocks the hex for the whole group.

A held hexagon and its price on the map
A held hexagon and its price on the map

Defend your turf

Anyone who out-walks your price takes the hex. Keep it by walking back through: lock in the new steps you bank there and the price goes up and its clock restarts. Leave it alone for 30 days and the price starts dropping by 2% a week.

Rules and fair play

Hex is decided by real steps on real walks.

  • Only steps walked inside a hex count toward it, and only on a live walk.
  • Taking someone else's hex costs one step more than its current price, and the new owner's banked steps become its price.
  • A price holds for 30 days, then drops 2% a week, never below 4,000 steps.
  • Social Steps can cover a shortfall at four per step, but they can never raise the price of a hex you already hold.
  • A walk that moves at driving speed for too long stops banking steps and can't claim, and rough GPS readings are ignored.
  • There is no XP in Hex: what you win is the map. The hexes you hold show on your player card, and holding 10, 25 or 50 earns a trophy.

Free, Premium and Power Walker

Premium and Power Walker lift the fog in a wider circle around you, so you discover hexes faster. Claiming, prices and takeovers work the same on every plan.

What Walkers Are Saying

Real reviews from walkers, on the app stores and right here on the web.

5.0 on Google Play
Google Play

Looking forward to finding some local walks in my city, cool idea.

Google Play review

Android user

Google Play

I really like the idea. Seems like I'm the first walker in my city, but the concept is exactly what I wanted.

Google Play review

Bucharest

Google Play

This app helped me leave the house and touch some grass, for real for real.

Google Play review

Android user

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Key Takeaways

  • Hex is a walking game where the map is split into hexagons, covered in fog and claimed with steps.
  • Walking on a live walk clears the fog, and clearing most of a hex discovers it and shows its price.
  • An unclaimed hex costs 4,000 steps banked inside it, and anyone who out-walks the price takes it.
  • Friends on the same walk can pool their steps and co-own a hex.
  • A price holds for 30 days, then drops 2% a week until the owner walks back through.

What is a Hex?

A territory walking game: walk to clear the fog from a map of hexagons, then bank steps inside one to claim it before someone out-walks you.

Territory games turn a map into a board, and Hex makes that board the streets you already walk. Each hexagon is roughly two hundred metres a side, small enough that a lunchtime loop crosses several and a long weekend walk can colour in a whole neighbourhood.

Because the currency is steps taken inside a hex, the walkers who know an area best tend to hold it, and holding it means coming back. That is the quiet trick of the game: defending your patch is one more reason to take your usual walk.

Frequently Asked Questions