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Implementing Hex: Shards of Fate or Spellweaver rules

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Implementing Hex: Shards of Fate or Spellweaver rules

Postby Saproling » 22 Sep 2023, 18:35

Hi! I always thought that the defunct Hex had some good ideas to revitalize the MTG-style game, especially when it came to transforming or creating cards that then go back into your deck - and other mechanics that are not really possible in a physical format.

Furthermore, the PvE campaign was rather fun as it had dedicated heroes, equipment and stuff like that which wasn't usable in PvP. All that stuff would be a lot of fun to play with in Forge's Quest and Adventure mode, without the aggressive monetization that surrounded it back in the day.

So I think it would be interesting for Forge to branch out and add support for that game. The flexibility needed would probably do the codebase some good long-term, and it would provide an alternate default game to play that might be (maybe, perhaps) less of a tempting target for litigation.

Down the line this could open an avenue for the community to experiment with new original cards and mechanics (since Hex is after all, dead, and you'll run out of stuff to emulate) that are only possible digitally instead of just aping MTG.

--

Now that I think of it, another game that's halted development (although you can still connect to the servers) is Spellweaver. It has worthy mechanics that would be fun in adventure mode as well.
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Re: Implementing Hex: Shards of Fate or Spellweaver rules

Postby guara22 » 03 May 2024, 01:43

Maybe we could try some brainstorming on potential implementations? i'd be curious to hear your thoughts on translating specific hex or spellweaver features. we could also gather feedback from others. it may take some experimenting, but exploring new design space could really enrich forge long-term.
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Re: Implementing Hex: Shards of Fate or Spellweaver rules

Postby comehawse » 21 Jul 2025, 08:14

Saproling wrote:Hi! I always thought that the defunct Hex had some good ideas to revitalize the MTG-style game, especially when it came to transforming or creating cards that then go back into your deck - and other mechanics that are not really possible in a physical format.

Furthermore, the PvE campaign was rather fun as it had dedicated heroes, equipment and stuff like that which wasn't usable in PvP. All that stuff would be a lot of fun to play with in Forge's Quest and Adventure mode, without the aggressive monetization that surrounded it back in the day.

So I think it would be interesting for Forge to branch out and add support for that game. The flexibility needed would probably do the codebase some good long-term, and it would provide an alternate default game to play that might be (maybe, perhaps) less of a tempting target for litigation.

Down the line this could open an avenue for the community to experiment with new original cards and mechanics (since Hex is after all, dead, and you'll run out of stuff to emulate) that are only possible digitally instead of just aping MTG.

--

Now that I think of it, another game that's halted development (although you can still connect to the servers) is Spellweaver. It has worthy mechanics that would be fun in adventure mode as well.
Great points! Hex’s digital-only mechanics and PvE depth would fit well in Forge’s adventure mode, giving room for unique design without legal risks — plus, adapting Spellweaver’s ideas could also enrich gameplay and push Forge beyond just MTG emulation.
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Re: Implementing Hex: Shards of Fate or Spellweaver rules

Postby giraffe31 » 04 Aug 2025, 03:55

comehawse wrote:
Saproling wrote:Hi! I always thought that the defunct Hex had some good ideas to revitalize the MTG-style game, especially when it came to transforming or creating cards that then go back into your deck - and other mechanics that are not really possible in a physical format.

Furthermore, the PvE campaign was rather fun as it had dedicated heroes, equipment and stuff like that which wasn't usable in PvP. All that stuff would be a lot of fun to play with in Forge's Quest and Adventure mode, without the aggressive monetization that surrounded it back in the day.

So I think it would be interesting for Forge to branch out and add support for that game. The flexibility needed would probably do the codebase some good long-term, and it would provide an alternate default game to play that might be (maybe, perhaps) less of a tempting target for litigation.

Down the line this could open an avenue for the community to experiment with new original cards and mechanics (since Hex is after all, dead, and you'll run out of stuff to emulate) that are only possible digitally instead of just aping MTG.

Now that I think of it, another game that's halted development (although you can still connect to the servers) is Spellweaver. It has worthy mechanics that would be fun in adventure mode as well.
Great points! Hex’s digital-only mechanics and PvE depth would fit well in Forge’s adventure mode, giving room for unique design without legal risks — plus, adapting Spellweaver’s ideas could also enrich gameplay and push Forge beyond just MTG emulation.
I’ve always thought Hex and Spellweaver had tons of underappreciated mechanics that deserve a second life. Bringing those digital-only features into Forge’s adventure mode would be awesome, especially stuff like equipment, PvE heroes, and transform cards. That kind of depth could really freshen things up.

I’d be on board to help brainstorm or even test if anything moves forward. There’s so much potential here beyond standard MTG clones, and Forge feels like the perfect place to try it.
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