Hexdown

Hexes at dawn

The wizard duel game for iPhone and Android

Coming soon

Coming soon · free, one phone per wizard

The game

Your phone is the wand.

A face-to-face wizard duel, one phone per wizard. Draw a spell in the air, watch your rival, and block with what beats it.

Draw the sign in the air

Dip the tip, then rise in the element's shape: Fire zigzags, Storm whirls, Frost glides and freezes.

Watch them, not the screen

Sound and a buzz confirm every cast. Your screen is a glow for you alone, and your rival reads your body.

Block with what beats it

Storm blows out Fire, Frost freezes Storm, Fire melts Frost. Parry in the right one and throw it back.

Spellbook preview

Three elements and the moon

Every spell starts with a dip and rises back up. The shape of the rise is the element; its size is free.

Fire

Dip, zigzag rising, then a straight pull up into the hold over your shoulder.

Charge
More zags in the same rise
Levels
SparkFlameInferno
Rewards
Sharp: crisp corners, straight strokes
Beats
Frost: it melts it
Beaten by
Storm
Sounds
A torch catching, then crackling, then sparking like crazy

Storm

Dip, loops rising and widening like a tornado, then a lasso sideways round behind you.

Charge
More loops in the same rise
Levels
GustStormWhirlwind
Rewards
Smooth: round, even loops
Beats
Fire: it blows it out
Beaten by
Frost
Sounds
Whirling wind, then far thunder, then a true thunderstorm

Frost

Dip, flick up, glide slowly and freeze level, pointing at them.

Charge
Hold the freeze
Levels
CrystalShardsBlizzard
Rewards
Calm: a steady slowdown, a still freeze
Beats
Storm: it freezes it
Beaten by
Fire
Sounds
Ice forming, then cracking, then silence

Moonstrike

Dip, one big circle in front of you like a clock face, then cast.

When
Your wand glows gold. The meter fills when you block perfectly or get hit.
Does
All three elements at once, once per round
Extra circles
Only wait, never charge
Best block
Parry in the element you resist: it halves it

Cast and parry

Cast

Like a fishing rod: from the hold over your shoulder, behind your back or out to the side, one fast stroke onto them, stopping there.

It fires the spell you loaded. With nothing loaded you only hear a click.

Parry

A sideways S zigzag across your front, top to bottom, just as the spell lands.

It blocks with your stance: the element of your last sign.

Who beats whom

Parry in the element that beats the incoming spell: you block it completely, then throw it back.

Same element never blocks. But every hit makes you resist it more, and more open to what beats it.

vsPerfect blockParry in what beats it: nothing gets through, and you can throw it back.
vsHalf blockThe third element: half of it still hits you.
vsNo blockThe same element never blocks.

Rulebook preview

From apprentice to master, one page at a time

You know the spells; now the duel. Twelve pages in three ranks, each one rule and one scene: watch it from your own eyes, or fly up to the Gamemaster's eye and see what nobody in the room can.

Every beat of this scene

    Every number in these scenes comes from the game's own tuning.

    Before your first duel

    What you need

    A phone per wizard

    iPhone or Android: they duel each other. To learn and practise, one phone is enough.

    Room to move

    About 2 m clear around each wizard. Grip the bottom half, fingers wrapped.

    Sound up

    Spells speak through sound. No internet, no accounts, no ads. Free.

    Does it need the internet?

    No. The phones talk over Bluetooth, right there in the room.

    Can an iPhone duel an Android phone?

    Yes. Both apps run the same rules, so the duel is fair either way.

    What does Hexdown collect?

    Nothing. No account, no ads, no analytics. Your motion is read on your phone and stays there. The privacy page has the details.

    Is it safe for kids?

    Keep 2 m clear and move like a wizard: clear and flowing, never violent. A violent swing earns a warning and a weaker spell.

    More help: Bluetooth, sound, and sending us a recording of your sign ›