Hex-A-Gon-On a turn, a player chooses one knight on the game board, then jumps one or more knights with it in succession. When a knight jumps, it lands on one of the three hexes (if empty) on the opposite side of the knight jumped, then the player captures the jumped knight, leaving an empty space that can be landed in during future jumps, even during that same turn. A player must make at least one jump, if possible, on her turn, but she is not compelled to make more than one. The game ends once no more jumps are possible.
Hex-A-Gon includes rules for solitaire play, as well as variants that randomly hide "treasures" coloured wooden bits, inside some of the knights prior to the start of the game. Depending on the variant rules used, these treasures provide a player with positive or negative points, allow a player to freeze knights and prevent them from being captured, or blasts knights away from the treasure.