The heart of the swarm. Protect her at all costs.
Moves 1 adjacent hex.
Swift scout. Any distance around the swarm perimeter.
Slides any distance around the hive perimeter.
Heavy armor. Climbs onto pieces, suppressing them below.
Moves 1 hex. May climb on top of other pieces.
While on top: suppresses the piece below.
Web-walker. Must travel exactly 3 spaces.
Slides exactly 3 hexes around the swarm.
Leaps over adjacent pieces in straight lines.
Jumps in a straight line over one or more pieces.
Tactical assassin. Swaps positions with adjacent enemies.
Slides exactly 2 hexes around the swarm.
Swap with one adjacent enemy (not Queens).
Control and area denial. Spins temporary web nodes.
Slides exactly 3 hexes around the swarm.
Spin a Web Node on an empty adjacent hex (lasts 1 round).
Aggressive disruption. Stings to immobilize.
Slides any distance around the swarm perimeter.
Sting an adjacent enemy (not Queens). Cooldown 3 turns.
The Swarm: There is no board. The pieces themselves create the battlefield. Every hex placed expands the hive.
One Rule: The entire swarm must remain one connected organism. A move that would split the hive is illegal.
Placement: On your first turns, place insects adjacent to your own pieces. You cannot place next to an enemy piece unless you already have a piece adjacent to that hex through your own swarm.
The Queen: Your Queen must be placed by your 4th turn. Protect her — if she is surrounded on all 6 sides, you lose.
Movement: Once all pieces are placed, take turns moving. Each insect has unique movement rules. Click an insect to see where it can go.