2048 on a hexagon-shaped board of 19 cells, with six neighbours per tile instead of four. The merge rule is unchanged — two tiles carrying the same number combine into their double, and reaching 2048 still wins — but there is no pure up, down, left or right on a hex grid. Every cell has neighbours to its northwest, northeast, east, southeast, southwest and west, and a move slides every tile one of those six ways at once.
Controls
Use Q / W for the two upper neighbours, A / S for the two level ones, and Z / X for the two lower ones — laid out to roughly match their direction on the board. On touch devices, the six buttons beneath the board do the same thing; a hex board doesn't bucket cleanly into swipe angles the way a square one does, so buttons are the more reliable control there.
How it plays differently
Six directions instead of four means more ways to route a tile toward a merge, but also more directions a stray high-value tile can drift the wrong way. The usual 4×4 advice — park your biggest tile in a corner and keep it there — still generalizes: the hex board has corners too, just three-neighbour ones instead of two-neighbour ones, and they're still the safest place to build from.
Prefer the original four directions? Head back to the classic 4×4 game, or try the Fibonacci variant for a different kind of twist on the same sliding-tile idea.