A ranked strategy game where your rating is earned, not bought.

37 cells, one piece type, a ruleset verified to exceed chess-class decision depth — decided by play, not luck.

What’s a deterministic strategy game with no luck, like chess?

hexodic. Every game state follows from player decisions alone: no dice, no card draws, no hidden information, no randomness in the rules. If you lost, you were outplayed — and the game is short enough that you can immediately prove it was an accident.

Depth without dice

Chess earns its depth with a branching factor around 35. hexodic’s ruleset was simulator-verified at 911 / 1,009 / 665 legal-move branching at half-moves 5, 10, and 20 — more than 20× that chess-class target — on a board of just 37 cells with a single piece type. Measured across simulation, games draw only 0.25% of the time, and the first player wins 46.38% — no first-move advantage worth complaining about. Depth on this board is structural, not statistical noise.

A rating that means something

There is nothing to buy that touches gameplay. Purchases are cosmetic only, there are no forced ads, and there is no energy system. Online ranked play is built and returning; when it’s live, the ladder will measure exactly one thing — how well you play. Until then, six bot tiers run from friendly to genuinely punishing, ending at a deep alpha-beta expert.

Made to be studied

The ruleset went through nine iterations of adversarial design, simulation, and critique before it shipped, and it is maintained as a single canonical document with continuous-integration checks that fail if any client drifts from it. That means the game you study is the game everyone plays — the same property that makes chess and Go worth studying. Start with how it works, then see where hexodic sits among games you already know.