Hextraction Loose Ends Tile
Looking to bring your Hextraction game to a dramatic finish? Try one of these new end zones!
Variant A needs the ball to enter up at an angle. This one is the easiest of the bunch. Variant B's entrance is at the 6:00 position, and you'll need a lot of speed. Maybe use a Launcher or a Gauss Cannon. Variant C has no paths at all - you'll have to catapult a ball up and in somehow, or maybe drop it from above? Variant D is like Variant A, but with both marble paths open. Overshoot, and the ball will roll out the other side. This one requires some extra finesse.
Rules Text: This tile is an End Zone
Of course, just like the other end zones, the ball has to remain inside once all has settled in order for it to count.
Special thanks to the Hextraction Discord community for the advice on these.






















Awesome!