ELHEXAELHEXA Codex
← elhexa.io

How Expeditions Work

An Expedition is played on a map of strategic points joined by roads. You move teams from point to point, fight what stands there, and hold what you take. Everything your teams do is paid for out of one resource: stamina.

The Map Screen

The whole Expedition is played on one scrolling map. Your teams sit along the bottom as plates; the map holds the strategic points, your units and the enemy’s. Four buttons frame it.

The Expedition map at the start
The start: four teams deployed at the fortress (+100), every other point still neutral (0).
Leave
Leave
Closes the map. The Expedition keeps running — nothing is lost and you can walk back in whenever you like.
Give up
Give Up
Withdraws you for good: no hero experience, a sharply reduced reward, no rejoining, and your slot opens to another captain. It confirms first.
Statistics
Statistics
Your rank, your share of each score category, and your boss and regular kill counts. Tap again to close.
Fleet auto
Fleet Auto
One tap for the whole fleet: if any team is automated it stops everything; if none are, it arms every team with both modes. The icon shows which state you are in.

The Team Plate

Every deployed team gets a plate — both the status readout and the control panel. Everything a single team can do is here.

A team plate, engaged with an enemy
Engage
ENGAGE / ESCAPE
Appear when the team faces enemies. Engage starts the battle; Escape pulls out to the safest reachable ground for 5 stamina. Escape shows only when there is something to escape from.
Fuel bar
The fuel bar
The tall bar beside the portrait is stamina — green down to 10, red below. A second blue segment above full is a supply payload being carried.
Level and skill power
Level & Skill Power
The team’s level and total skill stars, so you can see at a glance which team can take a fight.
Retreat
Retreat
Pulls this one team out and frees its heroes immediately. They cannot return to this run, so it confirms first.
Flagship
Flagship
Marks your one flagship: it never gives fuel away and every supply run tops it up first.
Auto conquer
Auto-conquer
The team marches itself at nearby unclaimed or enemy points whenever it is idle.
Auto hunt
Auto-hunt
The team fights on its own: it auto-joins any battle that reaches it, but never marches anywhere — all auto-movement belongs to Auto-conquer. Both switches can be on at once, and your own order always takes over.

Reading the Map

Units and points carry small markers so you can read the whole battlefield without tapping anything.

Capturing
Capturing
A flag over a point means your team is pushing its capture meter right now.
Healing
Refuelling
The team is recovering stamina — it is standing on ground you hold with no enemies on it.
Idle
Awaiting orders
The team has nothing to do: no enemy in front of it, nothing left to capture here. It is waiting for you.
Moving
On the march
The team is travelling a road. It cannot fight or capture until it lands.
Selected
Selected
The rotating marker shows which team your orders will go to.
Reachable
A legal destination
With a team selected, these mark the points it can actually march to from where it stands.

The Map

Every point is owned by you, by the enemy, or by nobody. Owning a point makes it safe ground: your teams refuel there, and it opens the roads leading out of it. Some points also do something special.

Fortress
Your home point, where teams deploy. If the enemy ever takes it, the Expedition is lost immediately. Teams fighting here get a defensive bonus.
Field hospital
Refuels teams three times faster, and is the only place hero wounds are treated. Knocked-out teams are carried here.
Supply village
Fills a supply payload five times faster — where carriers load up.
Artillery battery
While you hold it, your battles anywhere on the map open with a bombardment that stuns and burns the whole enemy formation.
Fortified port
Gives teams fighting there a broad combat bonus.
Shipwreck
An enemy factory. While the enemy holds it, it keeps producing new raiders. Take it and it goes quiet.
The enemy lair
Where the commander waits. It can never be captured — it is cleared by killing what stands on it.

Capturing a Point

Each point has a capture meter. Standing on it with no enemies present pushes the meter your way; enemies standing on it push it back. More units push faster — up to three — and that is true for both sides.

The meter passes through neutral in the middle. A point you are taking stops being the enemy’s before it becomes yours, and a point you are losing stops being yours before it becomes theirs — and it stops giving you its benefits the moment it goes neutral.

Progress is never lost: a half-taken point stays half-taken until somebody pushes again. And if you pin every enemy on a point by engaging them, the meter freezes — pinning some of them simply slows their push.

Enemies holding points
Raiders have marched out of the vortex and taken ground — red points are theirs, white are neutral.

Roads and Marching

A road is open to you if you own either end — or if you are standing on a neutral, enemy-free point, which grants passage but nothing else. A road out of a point with enemies standing on it is shut.

Marching takes real time, and you can queue a multi-hop route — your team walks it point by point. You may turn around mid-road, at a cost.

Two forces travelling the same road in opposite directions meet in the middle and fight there, off the map’s points. Clashes on a road capture nothing, and they can be reinforced by other teams marching in.

Orders

Select a team to give it an order. What is available depends on where it stands and what is next to it.

OrderWhen you can use it
DeployAt your fortress, up to six teams of six. A hero already deployed cannot be picked again.
MarchFrom safe ground along an open road. Refused while enemies stand on your point — that is what Escape is for — and while locked in a road clash.
FightAgainst the enemy your team is engaged with. Guards and raiders can always be attacked; a sub-commander is shielded while guards live, and the final commander while either lives.
EscapeThe way out of danger: off a contested point or out of a road clash. The destination is chosen for you — the safest reachable ground.
RetreatWithdraws one team from the Expedition and frees its heroes at once. Those heroes cannot come back to this Expedition.
Give upLeaves the whole Expedition. Your reward is heavily reduced, your heroes earn no experience, and you cannot rejoin — your slot opens to someone else.
Teams engaged with enemies
Engaged: your teams (green) hold enemies (red) in place, and the plates offer ENGAGE and ESCAPE.
An Expedition battle
Tapping Engage plays the battle with the six heroes on that team.
Engaged means committed
Once enemies are on your point, you cannot simply walk away — you escape, and escaping costs fuel. A team locked in a road clash cannot march at all until it wins or escapes. This is the core tension of the mode: standing still is never free.

Stamina

Every team carries one number from 0 to 100. It is pure fuel — a team at 1 stamina fights exactly as hard as a team at 100, it just has one action left. Nothing is ever blocked by low stamina: you can always take one more action, and if that action empties the tank, the team goes down when it resolves. A freshly deployed team starts full.

What things cost

ActionStamina
March one hop1
Turn around mid-road5
Escape5
Any battle, win or lose2
Losing a battle (battle + penalty + forced fall-back)27
Walking out of a battle27 — it counts as a defeat
Each automatic farming win2

The Two Drains

Stalemate bleed
A team that is engaged but not actually fighting starts to bleed after a free first minute. From then it escalates every five seconds — 1, then 2, then 3, with no ceiling — so a full tank empties about 130 seconds after the engagement began. The clock resets every time the team fights. A team farming a target it has already beaten pays nothing: a successful blockade has to start with a victory.
Enemy drain
Every enemy on a point carries its own one-minute clock. Each time it ticks, if that enemy is not pinned by one of your teams, it drains 1 stamina from every team of yours on that point. Three loose enemies cost 3 a minute; pin two and it drops to 1. Ticks that pass while an enemy is pinned are skipped, never banked. The final commander can never be pinned — standing at the lair always costs you.

Recovery

Fuel comes back only on ground that is yours and free of enemies. A contested point recovers nothing at all — one enemy standing on your camp switches the hospital off.

WhereRate
Any point you hold0.5 per second — empty to full in about 3½ minutes
Field hospital1.5 per second — full in about 67 seconds
Payload, ordinary ground0.25 per second — a full payload in about 6½ minutes
Payload, supply village1.25 per second — a full payload in about 80 seconds

Above 100 the tank keeps filling to a ceiling of 200. That overcharge is a supply payload, and it fills at half speed.

Running Out

At zero the team is knocked out. That is the whole failure state — no damage, no permanent loss. It is carried to your nearest field hospital, or to the fortress if you hold none.

While recovering it is a ghost: not drawn on the map, takes no orders, fights nobody, suffers no drain and pushes no meter. It refuels at the usual rate but stays locked until completely full, then pops back where it lies — and can be attacked from that moment.

Hero Wounds

A hero that dies in an Expedition battle takes a wound — one level per death, up to ten. Wounds weaken attack, accuracy, evasion, speed and critical rate, up to a crippling −90% at ten. They are cured only by a full recovery at a field hospital — the fortress will not do it — and they vanish when the Expedition ends. Heroes are never lost.

Supply

A team above 100 is a carrier. It hands its surplus to teams that need it — including other players’ teams.

Carriers only pour where fuel is actually needed: on contested, neutral or enemy ground, or inside a road clash. Your own teams receive faster than allied ones, the emptiest first, and a carrier always keeps enough to stay standing. You can never supply yourself into a knock-out.

A flagship is the exception: it never gives fuel away, its fat tank is pure endurance, and every convoy tops it up first. Delivering fuel also counts towards your contribution.

Automation

Each team has two switches: auto-march, which sends it at nearby unclaimed or enemy points, and auto-fight, which joins any battle that reaches the team where it stands — it never marches. With either on, the team acts by itself whenever it is idle and has fuel to spare.

Automation never overrides you: your own order always wins — a manual march stops auto-march, while auto-fight stays on so the team still fights where you put it — and a defeat switches automation off so you are never fed back into a losing fight.

Leaving vs Giving Up

Leaving the map — closing it, going to do something else — costs nothing at all. The Expedition keeps running and you can walk back in whenever you like.

Giving up is the opposite: it takes you out for good. Your heroes earn no experience, your reward shrinks sharply, you cannot rejoin, and your slot opens to another captain. If you might come back, just leave.