Shouldn't there be 13 hexes? Missed the flavor boat on that one.
I'm a bit conflicted. These seem extremely "swingy" since they can range from completely irrelevant to absolutely crushing depending on the kingdom. I predict there will be players in my group that will want to ban them entirely, claiming that they just make the outcome of the whole game random.
Which is sad, because there's an element of this that really badly punishes misplays. Some of the obvious defenses against hexes only defend you against some hexes. Players who purchase specific cards as hex defense could very easily be junking their own deck. Buying Hound when there's no self-discard would be bad. Buying Watchtower to defend against junkers in a positive draw engine could frequently be a dead card. Buying virtual money instead of Silver/Gold to defend against Envy could give you terminal trouble. And unlike most cursers, Hexes aren't just going to run the curse pile down to zero in nothing flat, so it dramatically changes the math on the typical slog three-pile ending.
And yeah, Lighthouse and Champion nullify them all, but on the way to Champion, you have, appropriately, the one person who WANTS to go to War. War will find the Warrior. Hopefully you have enough decoy Treasure Hunter Silvers, otherwise, no Champion for you. Yeah, you have to get unlucky, but who hasn't lost a Warrior to lucky Warrior?