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Hexama

It's Your Turn

Method of Loci - Mnemonic Strategy

Why Play Hexama?

Study With Our Game Tile Flash Cards

Loci is a Latin word meaning

“place” or “location.”

“Method of Loci” literally

means “method of places” or

“method involving locations.”

Hexama is built on a mnemonic strategy for memory improvement formally named the Method of Loci. This method is also known by names such as Memory Castle, Memory Palace, and Mind Palace.

The Method of Loci was used by ancient Greek and Roman orators to memorize long speeches. Modern research shows that spatially organized memories can be remarkably durable. Pairing information with specific locations is based on principles from cognitive psychology, such as:

Spatial Memory

The brain is highly effective at remembering locations and navigation cues.

Dual Coding Theory

Information is remembered better when encoded both verbally and visually.

Context-Dependent Memory

Recall improves when information is associated with a specific context or environment.

Hexama Game Story

Long ago, five hex head tribes held territory on Hexama Grand Isle...

After the red Volcanot tribe developed their territory, they mysteriously disappeared and were never heard from again. No one has ever been able to solve the vanishing Volcanot mystery. Only four other tribes remain: the blue Lake-ationers, the green Treeople, the purple Mountaineers, and the yellow Beach Bums. They’ve all since shrugged their shoulders, tore down all the red Volcanot developments, and now, they’re all competing to redevelop Hexama Isle for themselves.

Hexama Game Rules

For 1 - 4 Players

1. Choose your desired number of Hexama tiles.

Your number of tiles should equal your number of study questions.

Your number of tiles should contain equal amounts of each of the five colors.

2. Write one study question on one side of each tile.

Write the answer to each question on the other side of each tile.

If your tiles have images, patterns, or dark colors, then keep a list of questions and answers available for reference on the side instead.

3. Spread out each tile on the table, question face-up.

4. Arrange your Hexama map so that it is one unbroken landmass of any shape.

This arrangement should result in at least one side of each tile facing the side of another tile.

This arrangement can result in up to all six sides of each tile facing six other tiles.

Leave space between tiles to easily flip them over.

5. Arrange your tiles so that no two tiles of the same color are next to each other.

6. Players choose a color tower set. Colors are indicated on the tower doors.

Each color tower set should have 1 tower with three stories, 2 towers with two stories each, and 4 towers with one story each.

Only 1 tower should be used on each tile.

Towers on brown docks are used on blue water tiles and argyle abyss tiles.

Towers on grey foundations are used on green, purple, red, and yellow land tiles.

The total number of towers available across all players should be at least double the total number of tiles on the map to account for the probability of uneven color territory development.

Depending on the size of the map, players may need to use multiple tower sets of the same color.

7. Players take turns attempting to answer a tile question correctly.

Players choose any tile and answer the question associated with that tile.

After a question is attempted, flip over the tile on the table, answer face-up.

If the player gave a correct answer, they place a tower on that tile.

If the player gave an incorrect answer, they don't place a tower on that tile.

Place a marker on tiles without written questions and answers to indicate they have been answered incorrectly.

No tile may be attempted twice.

8. Players attempt questions in two Phases:

Phase 1: Tiles with non-player colors should be attempted. 1 point is awarded for each tower story placed on these tiles.

Example: A three story tower would be awarded 3 points.

Phase 2: Tiles with other player's colors should be attempted. 2 points are awarded for each tower story placed on these tiles.

Example: A three story tower would be awarded 6 points.

A player may attempt tiles of their own color at any time.

If a player attempts their own color tile during Phase 1, award 2 points for each tower story placed.

If a player attempts their own color tile during Phase 2, award 3 points for each tower story placed.

To qualify for winning, players must have a tower on all of the following:

~ at least one tile of a non-player color

~ at least one tile of another player's color

~ at least one tile of their own color

9. Players place towers in the following order:

First, place towers with three stories each until all are placed (3 points each).

Second, place towers with two stories each until all are placed (2 points each).

Third, place towers with one story each until all are placed (1 point each).

10. When all tile questions have been attempted, the game is over.

Among the players who qualify for winning, the player with the most points wins the game!

  • The price for each double-sided Hexama sheet is $2. This price is non-refundable.

  • A link to download each PDF sheet will be sent to the email address provided. Links remain active for 48 hours.

  • Once you have downloaded the file, it is yours to save, copy, and distribute for free. However, these sheets are not intended for resale. Do not use them for your own commercial and financial benefit.

IMPORTANT INFORMATION

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