Hexa Trex... Game Rules
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Printable Version: Rules for Hexa-Trex (pdf format)
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Object of the Game
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The object of the game is to get the most points. To get points, you make valid math equations; for example: 2 + 4 = 6:

For every equation that is created, each tile is worth one point (in the example 2 + 4 = 6 the equation is worth five points because five tiles are used). |
Pre-Game Setup
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1. Find the “=” tile (the red tile) and place it in the middle of a flat playing surface (such as a table). Spread out the Hexa-Trex tiles face down near the “=” sign. 2. Choose who goes first by drawing a tile from the remainder of the tiles: The player with the highest number starts (The math symbols +, x, -, ÷ count as zero). Place the tiles back into the face down pile; play continues clockwise.
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Game Play
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1. Each player selects one tile and keeps it hidden from the other players. 2. On his turn, the player places the tile down. The tile must touch at least one other tile already in play. Now he has time to find equations that include his tile and are valid. (See “Equations” section to see the rules for making the equations.) Each tile used in the equations found is worth one point. The player then writes the equations on the Hexa-Trex score card, along with the total score for each equation. The player has three minutes to complete his turn.

3. The turn ends when the player picks up another Hexa-Trex tile. If there are no tiles left to pick up, then the player doesn't pick up a tile. 4. The game ends after there are no more tiles in any of the players' hands. 5. The player with the highest score wins.
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Equations
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1. You must use the tile you placed down to form all your equations. 2. Each different equation must use at least one different tile. 3. Two or three (or four or five etc.) digit numbers are made up of the individual tiles in the particular order as the equation is read. For example 5 x 5 = 2 5 is correct, but read backwards 5 2 = 5 x 5 is incorrect.

4. The equation must be continuous (no jumping over tiles or empty spaces). 5. No backtracking: A tile can be used multiple times in a single equation, however not consecutively or separated by one other tile. 6. Order of operations is followed; however one can place brackets wherever necessary when writing out the equation. 7. The tile “-” can be used as both a subtraction operation or a negative sign in front of a digit, making it a negative number. 8. The tile “6” can be both a six or a nine (in different equations and even in the same equation). 9. The tile “+” can be a plus or times sign (in different equations and even in the same equation). 10. No fractions or decimal numbers are allowed in the equations. 11. To count points count the number of tiles used in the equation. If a tile is used twice in one equation, it doesn't count twice when counting points. 12. You can create as many equations as you can find that are mathematically correct, given the time provided (three minutes). All equations count toward points.
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