Basics

HexCrest beginner tips: 9 ways to claim more land

By the HexCrest team · Updated

Short answer: Make small loops close to home early, keep an eye on the warning that a rival is near your trail, and use rivers and mountains as free walls. Save boost for getting home, and grow land steadily: buildings, coins and your score all come from land you hold.

HexCrest rewards patience more than daring. Here’s what makes the biggest difference in your first few rounds.

1. Start with small loops

Your first loops should be short bites out of the land next to home. A small capture you finish beats a huge one that gets cut. Every tile you add also makes your next loop easier to close.

2. Long trail, easy target

Every tile of trail is a place a rival can touch. The game even warns you once your trail gets long. Head back before it does.

3. Watch for the warning

A warning flashes when a rival comes close to your trail or a tower aims at you. Treat it as an order to turn for home.

4. Let the island close loops for you

Rivers and mountains count as walls when you close a loop. Run your trail along a riverbank and the river finishes the shape for you, with half the trail exposed. See the terrain guide.

5. Boost to get home, not to wander

Boost makes you 1.6 times faster but only lasts a couple of seconds. Its best use is the final dash back to your land when a rival is closing in.

6. Stay on your land in a head-on fight

If you bump into a rival head-on, whoever is on their own land wins. Lure chasers toward your territory rather than meeting them in the open.

7. Cut rivals who wander

Bots draw trails too. If one is far from home, a quick touch on its trail knocks it out and frees up land. Just don’t leave your own trail exposed doing it.

8. Grow land to grow buildings

Past your starting patch, you gain a building for every 22 or so tiles you hold. Towers protect your edges and windmills earn coins, so steady growth pays twice. See towers and windmills.

9. Remember: peak land counts

Your score is the most land you held at any moment, even if you’re cut down later. A big capture late in the round still counts.

Questions people also ask

Why do I keep dying in HexCrest?

Usually because the trail was too long. The longer you stay off your land, the more time rivals have to touch your trail. Short loops that return home quickly are much safer.

What is a good score in HexCrest?

It depends on the island. As a guide, the first Adventure island, Green Cove, gives one star at 6% peak land, two at 12% and three at 20%. Later islands with more rivals set lower targets.