Rulebook in, table out

Bring the rulebook.
Hexforge runs the table.

Upload a hex-and-counter wargame's rules and Hexforge turns them into a game you can actually play: the map, the counters and every chart become part of the engine. Your family and friends only ever see the decisions — and a plain-English account of how each one turned out.

Rigid zones of control
Battalions that touch an enemy must fight or hold
1 unit per hex
Strict stacking, exactly like the paper game
Combat results table
Odds, column shifts and the die — resolved for you
Napoleon at Waterloo · 18 June 1815Turn 3 · French
7495564364545643MONT-SAINT-JEAN
French Anglo-Allied
5 legal moves

The first game Hexforge was built around

Conversion

A rulebook is a dataset nobody has parsed yet.

Hexforge treats the paper game as the source of truth: the charts stay exactly as printed, they simply move into the engine where they belong.

01

Upload the rulebook

Scanned pages or photos of the charts. The AI pulls out the unit roster, terrain, combat results table and victory conditions, and admits what it is unsure about.

02

Correct the draft

Talk to the AI about anything it misread — a column shift, a movement allowance, a supply rule. Each correction becomes part of the saved ruleset.

03

Invite your table

Start a session and share the link. Everyone claims a side, the counters are set up, and each turn syncs for the whole table in seconds.

The engine

What the computer takes off your hands.

Everything a newcomer dreads about the hobby — the tables, the modifiers, the sequence of play — lives behind the board.

Only legal orders

Illegal moves aren't rejected — they're never offered. Reachable hexes and valid attacks are the only things you can click.

Combat resolved for you

Odds are calculated, terrain shifts the column, the die is rolled and the result is applied to the board. Nobody argues about a chart again.

Results in plain English

Ae, Ar, Dr, De, Ee mean nothing to a first-time player. Every resolution comes back as one sentence about what happened and why.

Rules on call

Ask a rules question mid-turn, in your own words. The answer comes from the ruleset the game was built from.

First game

Napoleon at Waterloo, and the battles that never happened.

The ridge at Mont-Saint-Jean, a wet morning, and an afternoon of French attacks that came close enough to change the century. The interesting part was always what could have gone differently — a Guard attack that broke through, a Prussian column that arrived an hour late.

That is exactly what a wargame lets you test. Hexforge keeps the historical setup and the printed charts honest, and lets your family find out whether the line holds.

Scenario notes
Ground
Mont-Saint-Jean ridge, mud, and the walled farm of Hougoumont
Forces
French corps against the Anglo-Allied line, Prussians on the march
Victory
Break the enemy army — 40 strength points destroyed
Play
One counter per hex, zones of control that freeze a unit in place